Introduction

Foreword

If you are reading this document then you are most likely a regular at GameDev.net and have probably seen some of my posts around. I am Chris Bennett (a.k.a. Dwarfsoft) and I have been contributing to the furthering of RPG development. This whole topic started for me when I started a thread called "NPC AI in RPGs". This then spawned "NPC AI in RPG's (2)", "RPG NPC AI, Scheduling and Needs…", "Yet Another NPC AI thread…", And a couple more threads. I was also responsible for starting an emailing list called NPCAI / IOL where we are attempting to implement what we discuss in the GameDev.net forums. After the threads were underway, I decided to have a look into other threads in the Game Design section. One particular thread really attracted my interest: "End Goblin Genocide" by one Landfish. This thread was about RPGs and the tendency of players of that genre to go around killing without apparent reason and that there was a "scapegoat" evil race that was always used to further develop the character. Other threads that have been significant influence on me in the writing of this document are "A new outlook on RPG's…", And "Artificial Intuition".

In the beginning…

…There were RPGs. This great medium where multiple players could gather in one place and live out their dream role: To be a hero. The years traversed and so did the genre, gaining nifty new graphic interfaces, speed, sound and environment. Everything is there right? Unfortunately, as the years continued to roll by, the game-play provided by RPGs diminished, until the advent of "click'n'kill". Where did all of the development go over the years? Into making better and faster graphics and user interfaces. Making it nice and colorful for the gamer, and providing them with some awesome sound. But what happened to the game-play? That is what people have been asking, and that is what I am hoping to remedy…