Odpowiadacz za to co RPGowego MAG wyda * Szef Hypera, pasma programowego poświęconego grom elektronicznym i technologiom * Publicysta, autor, “twórca”, “marketingowiec” * Tłumacz (D&D, ED, Baldru’s Gate) * Współautor m.in. Wiedźmin: Gra wyobraźni * Absolwent matematyki i filozofii, dziennikarstwa telewizyjnego i GameDevSchool
page holistycznego) * Wciąż studentem, ale też wykładowcą (PJATK) * Trochę montuję filmów * Marketingowcem i “twórcą” * Fanem i “badaczem” gier: Holistyczny przewodnik po grach Jack of all trades and master of none
• Współpraca graczy (wpierw przeciw Mistrzowi Gry) • Wyróżniona rola Mistrza Gry • Atmosfera fantasy, a potem innych gatunków fantastyki • Narracja w fikcyjnej rzeczywistości ◦ Improwizowanie fabuły ◦ Opisywanie działań i reagowanie na akcje Mnóstwo nowości w świecie gier 1!
Arneson w kampanii Blakmoor wprowadził koncepcję punktów życia (hit points) i klasy pancerza (amor class), które przeniosły się do Dungeons & Dragons (wg Playing at the World Jon Peterson)
Wpierw produkują drewniane wersje klasycznych planszówek. Potem wydają brytyjską wersję D&D, a później ją tracą. 1979: Z Bryanem Ansellem zakładają Citadel Miniatures, gdzie powstaje Warhammer Fantasy Battle (1983) czy Warhammer 40,000 (1987). Figurkowe gry bitewne 2!+1!
którymi interesowali się ówcześni “hackerzy”. Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds J. C. Herz Pierwsi nerdzi… pierwsze geeki...
Space 1972: Magnavox Odyssey, Pong, PBM, Hunt the Wumpus 1973: Maze War 1974: Pong do grania na telewizorach 1977: Atari Video Computer System (Atari 2600) 1978: Space Invaders 1979: Asteroids 1980: Pac Man Cyfrowy świat
Georgia Institute of Technology “Almost everybody I know in the game-design field had that experience. They all played Dungeons & Dragons. Some maybe not as intensely . . . but that was a touch point for all of them” Of Dice and Men: The Story of Dungeons & Dragons and The People Who Play It David M. Ewalt Kamień milowy gamedevu?
- pierwszy PBM 1972: Loomis i Steve MacGregor tworzą firmę Flying Buffalo, budują rynek PBM, w dużym stopniu wykorzystują obliczeniową moc komputerów (nabywają to Raytheon 704 za 14 tysięcy dolarów). 1975: Flying Buffalo wydaje Tunnels and Trolls 1976: Starweb – gra wciąż żyjąca The basic 704 Processor consists of a central processor unit (CPU), 4096 words of magnetic core memory, a device controller for a Model ASR 33 or ASR 35 Teletypewriter Set (TTY set not included), and the necessary dc power supplies, all housed in a single equipment cabinet. The teletype- writer set is a separate free-standing unit and contains a low-speed paper tape reader and punch as well as the typewriter keyboard and printer. It is the basic input-output device for the processor.
hacking and slashing in D&D or AD&D; there is the possibility of intrigue, mystery and romance involving both sexes, to the benefit of all characters in a campaign” Women want equality – and why not? Jean Wells i Kim Mohan Dragon 39 (lipiec 1980) Diablo wyszło w 1996 roku
labirynty, walcząc z potworami, rozbrajając pułapki i zdobywając skarby. To podstaw pierwszych sesji w narracyjnych grach fabularnych, które dopiero z czasem nabrały głębi i rozmachu. Dave Arneson pierwszy użył pojęcia dungeon crawl (wg Playing at the World Jon Peterson) Dungeon crawl
Logic for Automatic Teaching Operations) By the late 1970s, it supported several thousand graphics terminals distributed worldwide, running on nearly a dozen different networked mainframe computers. Many modern concepts in multi-user computing were originally developed on PLATO, including forums, message boards, online testing, e-mail, chat rooms, picture languages, instant messaging, remote screen sharing, and multiplayer video games. (wiki) Bohater przemierzał w niej jednopoziomowy loch, gromadząc skarby i mordując potwory Gra „żyła” krótko, była dość popularna.
and I started playing D&D in Champaign-Urbana, Illinois. (...) I used the basic features of D&D as much as possible: hit points, monster levels, experience and treasure awards, and so on; the character was a combined fighter / magic user / cleric; in a monster encounter, the character had a choice of fight (F), cast a spell (S) or run (R); after that, if the monster was not defeated or avoided, it was a fight to the finish run entirely by the computer. system.http://armchairarcade.com/neo/node/1948
Underground Empire – Part I (later known as Zork I), Zork II: The Wizard of Frobozz, Zork III: The Dungeon Master 1980: Mystery House ADVENT = Protoplasta gier przygodowych. (en.wikipedia.org/wiki/Colossal_Cave_Adventure) Itd.
pomiędzy grami wideo, paragrafówkami a klasycznymi RPG. (en.wikipedia.org/wiki/Interactive_fiction) Komercyjne pojęcie „fikcja interaktywna” (interactive fiction), łączące grę wideo z literaturą, ukuł je Robert Lafore (1979/80) na potrzeby Adventure International Cypher: Cyberpunk Text Adventure (2012) Interaktywna fikcja
ile „interaktywnymi mapami” Późniejsze produkcje czerpiące z tej tradycji stawały się „interaktywnymi światami”, jak choćby Myst (1993), czyli graphic adventure puzzle video game. Myst było najlepiej sprzedającą się serią aż do nadejścia Simsów (en.wikipedia.org/wiki/Myst) Interaktywne mapy
that gained popularity with browser platforms and mobile devices which typically do not require players to act quickly, as well as a preliminary example of a walking simulator that allow players to explore and discover the game's narrative at their own pace. (www.fastcompany.com/90240345/myst-at-25-how-it-changed-gaming-created-addi cts-and-made-enemies) Sequels to Myst also indirectly served to popularize escape the room games, which provide similar puzzle-solving experiences but in a much more confined space. (www.vox.com/culture/2016/10/26/13311456/escape-the-room-games-explained) Casual games & escape rooms
and the means to explore it, and the inclusion of monsters and simplified combat. For this, it is considered the precursor of computer role-playing games. The History of Computer Role-Playing Games Matt Barton ADVENT & cRPG
zapalonym graczem, którego słynny pseudonim – Lord British – wywodzi się właśnie z rozgrywek w D&D. Akalabeth: World of Doom wcześniej nazwane D&D28 (ok. 1979). Z tego fundamentu zrodziła się seria Ultima (1981-2013).
(miłośnik D&D) Był to hołd dla gry Zork Pierwsza(?) próba połączenia rozgrywki w Dungeons & Dragons z komputerowym Colossal Cave Adventure „The game was originally little more than a series of inter-connected locations where you could move and chat” (mud.co.uk/richard/mudhist.htm)
uniwersyteckiego praprzodka internetu. Rzecz jasna wczesne wieloosobowe cRPG również miały postać tekstową, pozbawioną grafiki. Były interaktywnymi prezentacjami pewnego uniwersum, w którym umieszczono misje, zadania i skarby.
nie na zabijaniu przeciwników, lecz na wspólnym kreowaniu świata i rozmawianiu. 1990: Stephen White pokazuje MOO, w którym można tworzyć obiekty; użytkownicy szybko kreują wirtualne środowiska o różnej tematyce MOO (MUD, object-oriented)
tysięcy abonentów, a w szczytowym momencie w grało w niego 250 tysięcy osób (2003). 2007: Kingdom Reborn poprawia grafikę Ultimy Online. 2004: World of Warcraft Ultima Online i Richard Garriott
Garriott pracuje nad Ultima IV: Quest of the Avatar (1985). Wprowadza system moralności. Dąży do tego, aby gracze poczuwali się do odpowiedzialności za czyny swego bohatera. Ultima V: Warriors of Destiny (1988) pokazuje, co się dzieje, gdy państwo stara się narzucić na obywateli swoją wizję moralności i tego, co jest dobre, a co złe. Ultima VI: The False Prophet (1990) pojawiają się moralne dylematy. Richard Garriott a B.A.D.D.
w D&D 1983: Zostaje redaktorem poświęconego grom planszowym i fabularnym czasopisma The Space Gamer 1987: trafia do TSRu, z czasem do zespołu pracującego nad AD&D 2nd. 1989: Spector migruje do firmy Garriotta, słynnego Origins Warren Spector - początki
its genre”, “progenitor of today's story-based action games” Thief: The Dark Project (1998) “notable for its use of first-person perspective for non-confrontational gameplay”, “the first PC stealth game to use light and sound as game mechanics, and combined complex artificial intelligence with simulation systems to allow for emergent gameplay.” (za wiki) 3!+3!+1!
first-person perspective, the player can customize Denton's various abilities such as weapon skills or lockpicking, increasing his effectiveness in these areas; this opens up different avenues of exploration and methods of interacting with or manipulating other characters.” (za wiki) RPG+FPS Deus Ex: Invisible War (2003) Thief: Deadly Shadows (2004) 3!+3!+2!
kolegami w niemal każdy sobotni wieczór rozgrywali sesje D&D. W ich trakcie rodzi się pomysł zaludnienia uniwersum gry Doom demonami z piekła. Romero wspomniał, że jedna z przygód zakończyła się inwazją demonów, a kilka dni później Carmack zaproponował, by zamiast obcych przeciwnikami były demony. Dungeons and Dreamers: From Geek to Chic Brad King i John Borland Doom & Carmack & Romero 4!-9
aesthetically pleasing as Romero's; in fact, some of the id guys thought they were downright ugly, but they were undeniably fun and fiendish" Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture David Kushner
Lord of the Rings and Dungeons and Dragons-influenced movies. https://www.wired.com/2008/11/futura mas-anima/ The film contains a post-credits tribute to Gygax in the form of a title card and a clip of him from the episode "Anthology of Interest I". (za wiki) 4!-3!
September 17, 2009, to June 2, 2015. “Advanced Dungeons & Dragons” just kept getting more and more fun to watch, the jokes piling on top of each other, and the story actually making a sort of twisted sense, a fantasy epic told mostly in one room. And isn’t that what a tabletop roleplaying game aspires to be? (https://tv.avclub.com/community-advanced-dungeon s-dragons-1798167166) 4!-3!+1!
imagination, storytelling, understanding how to create tone and a sense of balance". articles.latimes.com/2008/may/05/entertainment/et-favreau5/3 4!-1!
a childhood playing RPGs: Dungeons and Dragons others. (...) There were two things about them that particularly influenced me. One was the mania for cataloguing the fantastic: if you play them for any length of time, you get to know pretty much all the mythological beasts of all pantheons out there, along with a fair bit of the theology. (...) The other (...) was the weird fetish for systematization, the way everything is reduced to “game stats.” https://www.depauw.edu/sfs/interviews/mievilleinterview.htm China Miéville 4!
years. It was an essential part of my youth, and I think it also set me on the path to becoming a writer.” http://dnd.wizards.com/articles/in terviews/ready-player-one 4!+2!
were committed aesthetes who eschewed violence and the institutions that wield it, and worked hard to instill those values in their children (...) It was D&D that permitted the pasty, scrawny weakling child that I was to imagine myself as a broadsword-wielding knight of the realm. (...) That game gave me a gift I will never forget: It stretched my mind around the possibilities that hover around us, unnoticed, all the time. D&D taught me to imagine, and that was the first step to bending the world to my will." https://www.salon.com/2011/03/09/dungeons_and_dragons_c omes_back/ 4!+2!+1!
and what it can do for kids by encouraging them to read, do math, and think creatively" I Was A Teenage Half-Orc John J. Miller Political reporter 4!+3!-1!
D&D: The author wishes to express appreciation for the invaluable aid of E. Gary Gygax of TSR, expert player and creator of the war game, DUNGEONS AND DRAGONS, on which the background of QUAG KEEP is based. poza konkursem
Strange a memoir of playing Dungeons & Dragons and other role playing games in the 1970s author Mark Barrowcliffe considers his years playing Dungeons & Dragons to be a wasted youth and all of the players to be nerds. He has tried to put the experience behind him (wiki) 4!+3!
& Dragons: One Woman's Quest to Trade Self-help for Elf-help 2. Confessions of a Part-time Sorceress: A Girl's Guide to the Dungeons & Dragons Game Shelly Mazzanoble 4!+3!+1!
Program: Bored of the Rings Buffy the Vampire Slayer: Chosen The IT Crowd: Jen The Fredo The Magicians: Remedial Battle Magic Paradise PD: Dungeons & Dragnet ... 4!+3!+2!+1!
Dragon Keep involves Tiny Tina serving as a game master of Bunkers and Badasses, the "Borderlands version of Dungeons & Dragons". (www.ign.com/articles/2013/05/02/borderlands-2-tiny-tinas-assault-on-dragon-keep-revealed) In Life Is Strange: Before the Storm, there is a part where the player can choose the option for Chloe to join in on a D&D campaign. (metro.co.uk/2017/08/31/life-is-strange-before-the-storm-episode-1-review-awake-6893626/) 4!+3!+2!+2!
creative works where more than one writer (or other artist) independently contributes a work that can stand alone but fits into the joint development of the storyline, characters, or world of the overall project. (...) require the contribution of multiple authors and does not by itself create a shared universe and is considered a collaborative art form. (wiki) August Derleth's -> Cthulhu Mythos Howard & Others -> Conan Stan Lee, Jack Kirby, Steve Ditko etc. merged the bulk of the publisher's comics characters into the Marvel Universe Shared universe
Luke Skywalker" 1977: Episode IV: A New Hope 1977-1986: Marvel Comics published a Star Wars comic book series 1979: Kenner's table-top Star Wars Electronic Battle Command 1982: The Empire Strikes Back - first Star Wars video game for the Atari 2600 (Parker Brothers) Star Wars
Lawrence Schick and Tom Moldvay Na własne potrzeby opisali oni znaczną jego część, inspirując się historycznymi kulturami oraz popularną wówczas literaturą Wzorując się na uniwersum Lovecrafta zachęcali znajomych do włączania własnych pomysłów do ich uniwersum Mystara
Dragons of Despair (pierwszy z 16 scenariuszy) 1987: Dragonlance Adventures (“was written in response to the desire of fans for all the background for the Dragonlance game world in one book” The Game Wizards Mike Breault) 1988: Heroes of the Lance video game 1988: komiksy 1988: planszówka
Ravenloft (adventure module) 1985: The Vampire Lestat 1986: Ravenloft II: The House on Gryphon Hill 1988: The Queen of the Damned 1990: Ravenloft: Realm of Terror (boxed set) “the hobby's most enduring fusion of horror and fantasy” Role-playing Reviews Rick Swan 1991: Vampire of the Mists 1991: Vampire: The Masquerade 1992: The Tale of the Body Thief ... 2005: Twilight 4!+3!+3!+1!