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Role-playing game theory is the study of role-playing games (RPGs) as a social or artistic phenomenon, also known as ludology.RPG theories seek to understand what role-playing games are, how they function, and how the gaming process can be refined in order to improve the play experience and produce better game products.
GNS theory is an informal field of study developed by Ron Edwards which attempts to create a unified theory of how role-playing games work. Focused on player behavior, in GNS theory participants in role-playing games organize their interactions around three categories of engagement: Gamism, Narrativism and Simulation.
Ronald Edwards (born September 4, 1964) is a game designer involved in the indie role-playing game (RPG) community, and a game theorist. He created the Sorcerer role-playing game, the GNS theory of gameplay, and The Big Model. Edwards is also co-founder of The Forge, an online community to support indie RPG design and publication.
The threefold model or GDS theory of roleplaying games is an attempt to distinguish three different goals in roleplaying. In its original formation, these are: Drama, simulation, and game. It was the inspiration for subsequent theories, such as the GNS theory, which retained a three-way division but altered other aspects of the model.
Meanwhile, role-playing game theory was developing. In 1994–95 Inter*Active, (later renamed Interactive Fiction) published a magazine devoted to the study of RPGs. In the late 1990s discussion on the nature of RPGs on rec.games.frp.advocacy generated the Threefold Model.
Separately, game theory has played a role in online algorithms; in particular, the k-server problem, which has in the past been referred to as games with moving costs and request-answer games. [124] Yao's principle is a game-theoretic technique for proving lower bounds on the computational complexity of randomized algorithms , especially online ...
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In some role-playing games (RPGs), alignment is a categorization of the moral and ethical perspective of the player characters, non-player characters, monsters, and societies in the game. Not all role-playing games have such a system, and some narrativist role-players consider such a restriction on their characters' outlook on life to be overly ...