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Character Development and Storytelling for Games, Second Edition by Lee Sheldon

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ROLE-PLAYING

Just as weapons and ammo litter hallways in shooters, treasure boxes have been left lying around in most dungeons. It’s one of those conventions copied, but not thought about very much. As in shooters, simply finding a reason for the litter is sometimes all that is necessary. The game mechanic may remain the same: click on the box, and it opens. Either the contents go directly into inventory, or the player can choose which items to take. But answering the design question without addressing the fiction of the game world is to needlessly treat the storytelling as a second-class citizen.

Character exposition in computer RPGs started as simply the stats and abilities the player-character or other party members had. The advantage of strength ...

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