HOW DO COMMERCIAL DEVELOPERS DESIGN RPGS?

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Maybe there isn't a set 'Way', but I wish we had more insight into the development process of an RPG. What is done when, etc. Yes, ultimately it comes down to what works for you but there is *so much* that goes into working on a RPG versus, say, a platformer.

Does anyone know anything about this? Are there any design documents out there? There is one for Planescape Torment I know as much... Heck, it doesn't have to be for an RPG really. They do it in the film world...
http://www.amazon.com/dp/0761532994/?tag=brsite3-20

Swords and Circuitry is a pretty good place to start. The examples are getting pretty dated and it was written before the epic MMO scene exploded but the fundamentals are still worth a read.

I wrote a series of articles based on the contents of the book.
Okay, that book sounds great and I shall order a copy. ("Don't judge a book by it's cover" seems to come into play here though =P)
I had this weathered bible of just general game design from these companies. It actually isn't too much unlike what you hear all the time here.
From what I gather, someone will write up a design document, which will be passed onto a producer, who will boss lots of skilled people around. Something like that.
RPGs are for nerds who can read and do math.
Platformers r 4 kids.
I was 5 or 6 years old when I played my first RPG game for the SNES and I could barely add. I also couldn't read very well either but I still had fun.
That's good. Look at bigger numbers though.

Commercial developers do the same thing every indie RPG maker does, only they spend money on music, graphics, and marketing.

In Korea RPG maker games are huge, but go for $5 a game. There are people in Brazil that do mind boggling amazing things with RPG maker. Stuff that you don't see on this site or any other English site.

Someone complimented me and said my game is more fun than most commercial games. It made me happy.
Elaborate on what you would like to make sense.

You were one of the few children to play RPGs.
post=139548
RPGs are for nerds who can read and do math.

I suck ass at math and I love RPG's. =[
Beat FF1 knowing this one important (incorrect) fact: Bigger numbers are always better (wait what do you mean iron armor is better than copper rings? Copper rings cost more!)
post=139548
D&D are for nerds who can read and do math.
Platformers r 4 kids.
fixed

RPGs do the math FOR YOU.
Not always true - character building in games like Diablo II requires at least some mathematical meddling.


played it as a kid, all I remember was click click click click click click click click click click click click click click click click click click click click click click click click oh look that red orb is going down, click on the red potion!!!! But yeah there are probably some exceptions like baldur's gate or w/e... then again I played that as a kid too.
I'm awful at math, but I love RPGs, and I'm also obsessed with numbers in RPGs. The more numbers a game gives me to play with, the better I end up liking it. Yet I hate math. Why is this?
Because the math in RPGs is usually limited to ADD, SUBTRACT, MULTIPLY, DIVIDE. You learned that back in Grade 1.
Max McGee
with sorrow down past the fence
9159
Lots of kids play RPGs, ShortStar. A big portion of this site's users played RPGs as kids.
They usually start with paper, planning and a vision. Not open an editor having no idea how the game will end.

Clear structure = Clear focus = Finished game
Unclear structure = Confusion = Cancelled game or Complete horrible thing

There are some exceptions, but those have a form of structure.
And let me say I still can barely add.
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