9.2 Emergent Narrative
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Aalborg University Copenhagen Department of Medialogy Semester: 6th Semester Title: BOOM: Aalborg University Copenhagen Emergent Narrative in Cooperative and Lautrupvang 15, 2750 Ballerup, Competitive Multiplayer Games Denmark Project Period: Spring 2009 Semester Coordinator: Henrik Schønau Fog Semester Theme: Integrated Design: Intelligent Systems & Computer Games Secretary: Judi Stærk Poulsen [email protected] Supervisors: Henrik Schønau Fog 9940 2468 Kristina Daniliauskaite Project group no.: 09ml684 Abstract: Members: This report details an investigation of how the experiences of playing competitive and cooperative __________________________________ multiplayer games relate to the experience of Sune Bagge playing a game that combines these two elements. The investigation focuses on the emergent narrative, __________________________________ Martin Kragelund Gravesen a concept traditionally connected with single-user virtual environments, but redefines the concept for use in multiplayer games by incorporating social __________________________________ Jens Højlund Lauridsen interaction as a key aspect. The problem leads to the use of the Source engine for the creation of a game based on a modification of Half-Life 2: Deathmatch. __________________________________ Kenni Kindler Odelheim The game is a competitive first person shooter with heavy cooperative elements based on a well-known textbook example in game theory, The Prisoner’s Dilemma. Eventually, the investigation reveals little to no foundation for emergent narrative in conventional Copies: 4 competitive and cooperative games whereas the Pages: 125 combination game titled BOOM provides a solid Finished: May 28, 2009 basis for emergent narrative. Copyright © 2009. This report and/or appended material may not be partly or completely published or copied without prior written approval from the authors. Neither may the contents be used for commercial purposes without this written approval. Preface This report is written as documentation of the bachelor project BOOM as the result of group work on 6th Semester of the Medialogy education at Aalborg University in Copenhagen. The method of reference used are; ISO 690 with numerical reference, which is an ISO standard for bibliographic referencing in documents. When refereeing to a source, the written text or citation will be followed by a numerical reference to the source, in form of a number framed by square brackets e.g. [11]. The number is then indicating when the current source has first been encountered in the report and therefore also where the source is located in the Bibliography chapter located on page 100. The bibliography is also following the guidelines of the ISO 690 standard, which covers references layout to published material in both print and non-print form. The following is shows the reference layout for books. [Numerical Reference]. [Author’s Last Name], [Author’s First Name]. [Title]. [Translator] [Editor]. [Edition]. [City] : [Publisher], [Year]. [Volume] [ISBN/ISSN Number]. Example of a Book: [11] Krug, Steve. Don't Make Me Think! A Common Sense Approach to Web Usability. [ed.] Karen Whitehouse. 2nd Edition. Berkeley : New Riders Press, 2006. ISBN 0-321- 34475-8. Each of the extensive chapters will end with a summary in a coloured box, as well as the problem statements, to make them more prominent. All tables and figures will be followed by; first a label which is either Table or Figure then a unique number for the overall chapter that the caption is located in, followed by the number for the specific caption, a short description and finally a numerical reference for the source. If there is no numerical reference after the description, then the specific object has been created by the authors of this project. A DVD is included in the back of the report. It contains a digital version of the report and documentation of all references used in the report, except for books and video games. A digital copy of the product developed for the project will also be included, but a retail version of the game: Half-Life 2 Deathmatch is required to use the product. Furthermore will the video- and audio-recordings from all test procedures also be included on the DVD. I BOOM Table of Contents 1 Motivation ..................................................................................................................1 1.1 Initial Problem Statement ............................................................................................................. 3 1.1.1 Competition and Cooperation in Multiplayer Games ....................................................... 3 2 Preliminary Analysis ....................................................................................................6 2.1 Game Experience ........................................................................................................................... 6 2.1.1 Ludology and Narratology .................................................................................................. 6 2.1.2 Flow ....................................................................................................................................... 7 2.1.3 Emergent narratives ............................................................................................................ 8 2.1.4 Engagement .......................................................................................................................... 9 2.1.5 Summary ............................................................................................................................. 12 2.2 Game Theory ................................................................................................................................ 12 2.2.1 Number of players .............................................................................................................. 13 2.2.2 Zero- and Non-zero-sum Games ....................................................................................... 13 2.2.3 Equilibria ............................................................................................................................. 15 2.2.4 Repetition ............................................................................................................................ 16 2.2.5 Trust .................................................................................................................................... 16 2.3 State of the Art .............................................................................................................................. 17 2.3.1 LittleBIGPlanet™ ................................................................................................................. 17 2.3.2 SiSSYFiGHT 3000 .............................................................................................................. 19 2.3.3 Hidden: Source ................................................................................................................... 20 2.3.4 Comparison ......................................................................................................................... 22 2.4 Preliminary Conclusion ............................................................................................................... 23 3 Problem Statement ................................................................................................... 25 3.1 Delimitation ................................................................................................................................. 25 3.1.1 Target Group ...................................................................................................................... 25 3.1.2 Game design ........................................................................................................................ 26 3.2 Final Test ...................................................................................................................................... 27 3.3 Success Criteria ............................................................................................................................ 28 3.4 Approach ...................................................................................................................................... 28 4 Analysis .................................................................................................................... 30 4.1 Interactive Narratives .................................................................................................................. 30 4.1.1 The Narrative Paradox ...................................................................................................... 30 4.1.2 Single- vs. Multiplayer games ........................................................................................... 31 4.1.3 Narrative in multiplayer games ....................................................................................... 33 4.1.4 Emergent narrative from social interaction .................................................................... 34 4.1.5 Combined gameplay........................................................................................................... 36 4.2 Meaningful play ........................................................................................................................... 37 4.3 Theories of Game Design ............................................................................................................. 39 4.3.1 The Game Ontology Project ..............................................................................................