ABSTRACT

This conclusion presents some closing thoughts on the concepts covered in the preceding chapters of this book. The book focuses on the classics of videogame design. It aims to rapid expansion of D&D, it's nearly impossible for one game to encompass everything that an RPG can do. Videogame designers, aware of this, have often tried three strategies for dealing with this. They simplify their tabletop source material, combine it with another genre, or they focus all their efforts on just a few parts of the RPG whole. The characters of FFVII are designed with the same kind of technique that is used in a SNES-era platformer. The game's signature huge maps almost always have reduced encounter rates and lots of treasure. The designers of FFVII made maps for two reasons: to reinforce the persuasiveness of their world, and to serve the player's convenience.