rules of riviera
DESCRIPTION
Analysis of the rules of Riviera:The promised Land, and RPG for GBA.TRANSCRIPT
The Rules of Riviera
By Magdalena Erliksson
I choose Riviera becauseit seemed to have adifferent approachto a genre I know very well:Role-Playing Games.
I wanted toAnalyse
What theseRules are for.
Riviera is just a traditional RPG... But with some unusual rules.
Riviera is:¤ Turn-based¤ Divided into levels¤ Very linear¤ A bit restrictive
Riviera has:¤ A quite traditional back-story (saving the worldwith friends..)
¤ Lighthearted and amusingdialogue, which contrasts the ”heavy” gameplay
¤ A lot of strategic thinking and meaningful decisions for the player to make.
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 rulesforce us to use less efficient means to win. This is often thesource of enjoyment in games. To follow the limitationsof 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 bytriggers.
¤ Examining objects is done the same way.
¤ Interaction with objectsis limited by TriggerPoints (TP). Every actionspends one TP.
Meaningful choice of what to interact with
More non-linear experience (as you make differentchoices each time)
Character Development
¤ Characters don't gainexperience and levels.
¤ Characters growstronger by using anitem a certain amountof 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 bebrought 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.
Battles4. Take turns attacking/defending by using items.5. The partys overdrivemetre fills gradually, toallow more powerfulitem skills.6. The enemy has asimilar metre. Some-times, you have toavoid filling this bynot 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 thetime you will fail.¤ Failure may be punished by lowered stats, loss of item, etc.
¤ However: punishmentsare never too severe,and failing may causethe story to unfold differently..
Variation, and a more non-linear experience (as opposed to the linear level structure). Like inreal life, you fail sometimes... and have to make the best of the situation (^_^)
ConclusionRiviera strips down elements that we take for granted in most RPGs. There is a lesson to be learned here, asmost RPGs of recent rely on an expansive world,customizable characters and play, realism, many features etc...These things are great, but not necessary for meaningfulplay. 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!