Abstract
Throughout the video games on the market today, games that focus on traditionally masculine interests like warfare or industrialization have seen significantly more respect and attention than games centered around traditionally feminine interests like relaxation or art. Even when both interests inhabit one game, it is common for the masculine features to "drown out" the feminine ones. Gameplay systems that focus around masculine interests often receive more attention from audiences and more development resources from designers than feminine ones. Two of these such gameplay systems, combat and crafting, are reviewed for this study, examining their core system attributes and common implementations, as well as design theories on how to make such systems coexist with equal importance in one game. The result is an in-depth design for a combat and crafting video game called Roots of Magic and a software prototype for its basic mechanics and systems.
Advisor
Nord, Alex
Second Advisor
Palmer, Daniel
Department
Computer Science
Recommended Citation
Boughton, Lina, "Designing Crafting and Combat in Video Games" (2025). Senior Independent Study Theses. Paper 11284.
https://openworks.wooster.edu/independentstudy/11284
Disciplines
Game Design | Graphics and Human Computer Interfaces | Software Engineering | Systems Architecture
Publication Date
2025
Degree Granted
Bachelor of Arts
Document Type
Senior Independent Study Thesis
© Copyright 2025 Lina Boughton