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The Rules of Riviera




          By Magdalena Erliksson
I choose Riviera because
it seemed to have a
different approach
to a genre I know very well:
Role-Playing Games.
Riviera is just a traditional RPG...
  But with some unusual rules.




                                        I wanted to
                                          Analyse
                                        What these
                                       Rules are for.
Riviera is:
¤ Turn-based
¤ Divided into levels
¤ Very linear
¤ A bit restrictive


 Riviera has:
                               ¤ A lot of strategic
 ¤ A quite traditional back-
                               thinking and meaningful
 story (saving the world
                               decisions for the player
 with friends..)
                               to make.
 ¤ Lighthearted and amusing
 dialogue, which contrasts
 the ”heavy” gameplay
Rules of Play: Game Design Fundamentals
By Katie Salen and Eric Zimmerman
lists qualities of rules, necessary for play to function:

¤ Rules limit player action
¤ Rules are explicit and unambiguous
¤ Rules are shared by all players
¤ Rules are fixed
¤ Rules are binding
¤ Rules are repeatable

In this case, the first is most interesting. The way the rules
force us to use less efficient means to win. This is often the
source of enjoyment in games. To follow the limitations
of the rules. This is called the lusory attitude.
Examining the Rules of Riviera

Many of the rules may seem unnecessary and too
restrictive at first, especially when compared with
the recent standards of the RPG genre.

But I have tried to find the purpose for them.

Here are my main findings:
Movement and Exploration
¤ Movement by pressing in
direction indicated by
triggers.
¤ Examining objects is
done the same way.
¤ Interaction with objects
is limited by Trigger
Points (TP). Every action
spends one TP.

           Meaningful choice of what to interact with
           More non-linear experience (as you make different
           choices each time)
Character Development
¤ Characters don't gain
experience and levels.

¤ Characters grow
stronger by using an
item a certain amount
of times.

¤ Skills are tied to items,
the characters don't
have any individual skills.

           Meaningful choice of items.
            Every item is important, even if you later
            throw it away. (Makes item limits acceptable)
Items
¤ Only 16 items overall
(except key items).

¤ Only 4 items can be
brought to battle.

¤ Items have
durability-limits.

¤ Characters have
different levels of skill
depending on item type.

             Meaningful choice of items. (Which to keep,
             which to bring to battle etc..)
Battles

1. Select formation

2. Check the
enemies'
status screen

3. Choose
characters
and items
accordingly.
Battles
4. Take turns attacking
/defending by using
items.
5. The partys overdrive
metre fills gradually, to
allow more powerful
item skills.
6. The enemy has a
similar metre. Some-
times, you have to
avoid filling this by
not attacking so intensely.

           Rhythm in battle (by strategies of the meters)

            Many many strategical choices..
Quick Time Events
 ¤ Press the correct
 buttons in time..
 ¤ Difficult! Most of the
 time you will fail.
 ¤ Failure may be
 punished by lowered
 stats, loss of item, etc.
¤ However: punishments
are never too severe,
and failing may cause
the story to unfold differently..
            Variation, and a more non-linear experience
            (as opposed to the linear level structure). Like in
            real life, you fail sometimes... and have to make
            the best of the situation (^_^)
Conclusion
Riviera strips down elements that we take for granted in
most RPGs. There is a lesson to be learned here, as
most RPGs of recent rely on an expansive world,
customizable characters and play, realism, many
features etc...
These things are great, but not necessary for meaningful
play. Enjoyment can come from the lusory attitude..
Suggestions of discussion:

¤ Other games with enjoyment from rules/limitations?

¤ Rules vs. Realism/ Coherency




        Thank you
        for reading!

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Rules of Riviera

  • 1. The Rules of Riviera By Magdalena Erliksson
  • 2. I choose Riviera because it seemed to have a different approach to a genre I know very well: Role-Playing Games.
  • 3. Riviera is just a traditional RPG... But with some unusual rules. I wanted to Analyse What these Rules are for.
  • 4. Riviera is: ¤ Turn-based ¤ Divided into levels ¤ Very linear ¤ A bit restrictive Riviera has: ¤ A lot of strategic ¤ A quite traditional back- thinking and meaningful story (saving the world decisions for the player with friends..) to make. ¤ Lighthearted and amusing dialogue, which contrasts the ”heavy” gameplay
  • 5. Rules of Play: Game Design Fundamentals By Katie Salen and Eric Zimmerman lists qualities of rules, necessary for play to function: ¤ Rules limit player action ¤ Rules are explicit and unambiguous ¤ Rules are shared by all players ¤ Rules are fixed ¤ Rules are binding ¤ Rules are repeatable In this case, the first is most interesting. The way the rules force us to use less efficient means to win. This is often the source of enjoyment in games. To follow the limitations of the rules. This is called the lusory attitude.
  • 6. Examining the Rules of Riviera Many of the rules may seem unnecessary and too restrictive at first, especially when compared with the recent standards of the RPG genre. But I have tried to find the purpose for them. Here are my main findings:
  • 7. Movement and Exploration ¤ Movement by pressing in direction indicated by triggers. ¤ Examining objects is done the same way. ¤ Interaction with objects is limited by Trigger Points (TP). Every action spends one TP. Meaningful choice of what to interact with More non-linear experience (as you make different choices each time)
  • 8. Character Development ¤ Characters don't gain experience and levels. ¤ Characters grow stronger by using an item a certain amount of times. ¤ Skills are tied to items, the characters don't have any individual skills. Meaningful choice of items. Every item is important, even if you later throw it away. (Makes item limits acceptable)
  • 9. Items ¤ Only 16 items overall (except key items). ¤ Only 4 items can be brought to battle. ¤ Items have durability-limits. ¤ Characters have different levels of skill depending on item type. Meaningful choice of items. (Which to keep, which to bring to battle etc..)
  • 10. Battles 1. Select formation 2. Check the enemies' status screen 3. Choose characters and items accordingly.
  • 11. Battles 4. Take turns attacking /defending by using items. 5. The partys overdrive metre fills gradually, to allow more powerful item skills. 6. The enemy has a similar metre. Some- times, you have to avoid filling this by not attacking so intensely. Rhythm in battle (by strategies of the meters) Many many strategical choices..
  • 12. Quick Time Events ¤ Press the correct buttons in time.. ¤ Difficult! Most of the time you will fail. ¤ Failure may be punished by lowered stats, loss of item, etc. ¤ However: punishments are never too severe, and failing may cause the story to unfold differently.. Variation, and a more non-linear experience (as opposed to the linear level structure). Like in real life, you fail sometimes... and have to make the best of the situation (^_^)
  • 13. Conclusion Riviera strips down elements that we take for granted in most RPGs. There is a lesson to be learned here, as most RPGs of recent rely on an expansive world, customizable characters and play, realism, many features etc... These things are great, but not necessary for meaningful play. Enjoyment can come from the lusory attitude..
  • 14. Suggestions of discussion: ¤ Other games with enjoyment from rules/limitations? ¤ Rules vs. Realism/ Coherency Thank you for reading!