An Analysis of Open World Pvp
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Master's Thesis: Visualizing Storytelling in Games
Chronicle Developing a visualisation of emergent narratives in grand strategy games EDVARD RUTSTRO¨ M JONAS WICKERSTRO¨ M Master's Thesis in Interaction Design Department of Applied Information Technology Chalmers University of Technology Gothenburg, Sweden 2013 Master's Thesis 2013:091 The Authors grants to Chalmers University of Technology and University of Gothen- burg the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Authors warrants that they are the authors to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Authors shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Authors has signed a copyright agreement with a third party regarding the Work, the Authors warrants hereby that they have obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. Chronicle Developing a Visualisation of Emergent Narratives in Grand Strategy Games c EDVARD RUTSTROM,¨ June 2013. c JONAS WICKERSTROM,¨ June 2013. Examiner: OLOF TORGERSSON Department of Applied Information Technology Chalmers University of Technology, SE-412 96, G¨oteborg, Sweden Telephone +46 (0)31-772 1000 Gothenburg, Sweden June 2013 Abstract Many games of high complexity give rise to emergent narratives, where the events of the game are retold as a story. The goal of this thesis was to investigate ways to support the player in discovering their own emergent stories in grand strategy games. -
Navigating the Videogame
From above, from below: navigating the videogame A thesis presented by Daniel Golding 228306 to The School of Culture and Communication in partial fulfilment of the requirements for the degree of Bachelor of Arts (Honours) in the field of Cultural Studies in the School of Culture and Communication The University of Melbourne Supervisor: Dr. Fran Martin October 2008 ABSTRACT The study of videogames is still evolving. While many theorists have accurately described aspects of the medium, this thesis seeks to move the study of videogames away from previously formal approaches and towards a holistic method of engagement with the experience of playing videogames. Therefore, I propose that videogames are best conceptualised as navigable, spatial texts. This approach, based on Michel de Certeau’s concept of strategies and tactics, illuminates both the textual structure of videogames and the immediate experience of playing them. I also regard videogame space as paramount. My close analysis of Portal (Valve Corporation, 2007) demonstrates that a designer can choose to communicate rules and fiction, and attempt to influence the behaviour of players through strategies of space. Therefore, I aim to plot the relationship between designer and player through the power structures of the videogame, as conceived through this new lens. ii TABLE OF CONTENTS ABSTRACT ii ACKNOWLEDGEMENTS iv CHAPTER ONE: Introduction 1 AN EVOLVING FIELD 2 LUDOLOGY AND NARRATOLOGY 3 DEFINITIONS, AND THE NAVIGABLE TEXT 6 PLAYER EXPERIENCE AND VIDEOGAME SPACE 11 MARGINS OF DISCUSSION 13 CHAPTER TWO: The videogame from above: the designer as strategist 18 PSYCHOGEOGRAPHY 18 PORTAL AND THE STRATEGIES OF DESIGN 20 STRUCTURES OF POWER 27 RAILS 29 CHAPTER THREE: The videogame from below: the player as tactician 34 THE PLAYER AS NAVIGATOR 36 THE PLAYER AS SUBJECT 38 THE PLAYER AS BRICOLEUR 40 THE PLAYER AS GUERRILLA 43 CHAPTER FOUR: Conclusion 48 BIBLIOGRAPHY 50 iii ACKNOWLEDGEMENTS I would like to thank my supervisor, Dr. -
Embrace the Unexpected: Yet Another Family Conversation
© 2016 TSJLD & Authors ThaiSim Journal: TSJLD Vol. 1, No.1 (Jan-Jun 2016), 38 – 50 Learning Development (TSJLD) ISSN 2158-5539 http://www.thaisim.org/sgld/ Embrace the unexpected: Yet another family conversation Elizabeth Tipton Eastern Washington University, USA James Murff ArenaNet, USA Abstract This paper summarizes a long conversation between an educational game design mother and her entertainment game tester son that began with a discussion about bugs in video games. Along the way, it led to some interesting observations on emergent behavior and metagaming. Finally, this dialog wandered into experiences with emergent gameplay in the design and implementation of pedagogical simulations and games. The importance of good debriefing in the classroom was also underscored. Keywords: bugs; debriefing; designer-player interaction; emergent behavior, intentional emergent gameplay, metagaming, player agency Introduction: Working definitions of Gaming Simulation Four years ago, the authors made public during panel discussions at ABSEL and ISAGA their conversation on improving educational game design through an understanding of the problems commonly seen in during the testing and consumption of entertainment games. Those dialogues have continued to this day. What follows began over dinner one day when the topic was bugs in video games. 38 Embrace the unexpected: Yet another family conversation Tipton & Murff Bugs Bugs, harmless or otherwise, are a common part of software development. You can't predict every single outcome of a particular scenario, especially when the system is extremely complex. While test cases and extensive QA can help, games always ship with glitches ranging from the hilarious-but-harmless to the game- breaking. Some games ship with so many bugs that they are unplayable, but thoroughly entertaining to watch from the perspective of a horrible disaster playing out. -
Queering Stories and Selves: Gamer Poop and Subversive Narrative Emergence
Issue 9 May 2017 www.intensitiescultmedia.com Queering Stories and Selves: Gamer Poop and Subversive Narrative Emergence Lawrence May and Fraser McKissack University of Auckland Abstract Video games such as Mass Effect 3 (Electronic Arts, 2012), Skyrim (Bethesda Softworks, 2011) and Fallout 3 (Bethesda Softworks, 2008) have been praised for offering highly customisable and personalised ingame avatars, experiences and narrative flexibility. The humour in popular YouTube machinima series Gamer Poop playfully rejects the heteronormative and hypermasculine expectations that still appear inevitable in these seemingly open and inclusive gameworlds. Across Gamer Poop’s 49 videos, stable identifiers of race, gender, and sexuality are radically rewritten using post-production video editing and game modification to allow for intersexual character models, bisexual orgies, and breakdancing heroes—content not programmed into the original games. We discuss the potential for machinima videos to act as tools for negotiating emergent queer narra- tives. These emergent experiences are generated by players and re-inscribed onto the broader video game ‘text’, demonstrating the limitations of video game texts for identity-building activity. Gamer Poop takes advantage of emergence as the ‘primordial structure’ of games (Juul 2005: 73), and presents to the audience moments of emergent, queer narrative—what Henry Jenkins describes as stories that are ‘not pre-structured or pre-programmed, [instead] taking shape through the game play’ (Jenkins 2004: 128). These vulgar and sometimes puerile videos are a critical and playful intervention into the embedded textual meaning of Gam- er Poop’s chosen video games, and demonstrate that a latent representative potential exists in video game systems, rulesets, and game engines for emergent storytelling and identity-building activities. -
Spawn This: Minecraft As a Virtual World
Spawn This: Minecraft as a Virtual World (presented at Society for Cinema and Media Studies Conference in Montreal, March 2015 and part of a longer essay) Lori Landay, Berklee College of Music à advance in Prezi http://prezi.com/41ifd5nd_erz/?utm_campaign=share&utm_medium=copy&rc=ex0share *à*In 2006, cover stories in Wired and Business Week hyped virtual worlds, speculating that “Virtual worlds may end up playing an even more sweeping role -- as far more intuitive portals into the vast resources of the entire Internet than today's World Wide Web.”1 Second Life and Open Sim grids still have a dedicated user base, as do habbo and Disney’s Club Penguin, but there.com, Google’s lively, facebook’s Cloud Party, and LEGO Universe are all defunct. The promise glimpsed in those virtual worlds has not materialized—or virtualized—in a mainstream way. Until now, with Minecraft. Although it does not look or at first seem like what proponents of virtual worlds have been waiting for, Minecraft is the breakthrough success for virtual worlds. To be sure, there are other transmedial imaginary worlds that are participatory and brimming with user-generated content. There have been player-created servers that mod a game in new narrative, gameplay, and social directions, and create vibrant communities. But no game or other transmedial IP has approached the size or the scope of Minecraft, and its players use Minecraft as a portal into disparate media experiences, including other franchises, to an unprecedented degree. In thinking through how what has emerged through the Minecraft phenomenon has redefined what a virtual world is, this presentation explores three interrelated questions: *à*What does it mean to consider Minecraft as a virtual world? Why has it succeeded as the breakthrough virtual world? How does transmedial experience factor into Minecraft as a virtual world? First, some information about Minecraft that helps us understand how a low-res looking video game spawned a virtual world. -
PROCEDURAL CONTENT GENERATION for GAME DESIGNERS a Dissertation
UNIVERSITY OF CALIFORNIA SANTA CRUZ EXPRESSIVE DESIGN TOOLS: PROCEDURAL CONTENT GENERATION FOR GAME DESIGNERS A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Gillian Margaret Smith June 2012 The Dissertation of Gillian Margaret Smith is approved: ________________________________ Professor Jim Whitehead, Chair ________________________________ Associate Professor Michael Mateas ________________________________ Associate Professor Noah Wardrip-Fruin ________________________________ Professor R. Michael Young ________________________________ Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Gillian Margaret Smith 2012 TABLE OF CONTENTS List of Figures .................................................................................................................. ix List of Tables ................................................................................................................ xvii Abstract ...................................................................................................................... xviii Acknowledgments ......................................................................................................... xx Chapter 1: Introduction ....................................................................................................1 1 Procedural Content Generation ................................................................................. 6 1.1 Game Design................................................................................................... -
The Relationship Between Survival Mechanics and Emergent Narrative
The Relationship Between Survival Mechanics and Emergent Narrative Faculty of Arts Department of Game Design Author(s): Amanda Cohen and Maya Sidén Bachelor Thesis in Game Design, 15 hp Program: Game Design Supervisor(s): Magnus Johansson Examiner: Masaki Hayashi May, 2021 Abstract The Survival games genre is infamous for its lack of narrative. In this paper we look at the possibility of emerging narrative in open world survival sandbox games. The survival aspect of a game is heavily tied to specific survival-centric mechanics that are frequently occurring in the genre. These mechanics and systems can in and of themselves give way to an unwritten narrative for each individual player. By working with the concept of Narrative game mechanics, we interviewed a pool of people about their stories and narrative experiences in survival games. After analysing the results we found recurring patterns to indicate how certain types of survival-mechanics can lead to certain types of narrative situations. Key words: Emergent Narrative, Emergent Gameplay, Narrative Mechanics, Survival Mechanics, Sandbox Sammanfattning Spelgenren 'Survival games' (eller 'Överlevnadsspel') är ökänd för dess minimala fokus på narrativ (berättande). I detta arbete studerar vi de narrativa möjligheterna i 'open-world survival sandbox' spel. Överlevnadsaspekten i ett spel är tätt knutet till specifika spelmekanismer (survival mechanics) som existerar i alla former av Survival-spel. Dessa mekanismer, som delar i ett system, kan av sig själva skapa ett oplanerat narrativ för spelaren. Genom att arbeta med konceptet "Narrative Game Mechanics" intervjuade vi en grupp frivilliga respondenter om deras narrativa upplevelser av survival-spel. Efter att ha analyserat undrsökningsresultatet hittade vi mönster som visade hur vissa typer av "survival mechanics" leder till en viss typ av narrativa situationer. -
Emergent Multiplayer Games
Emergent Multiplayer Games Sebastian Wodarczyk and Sebastian von Mammen Games Engineering, Julius-Maximilians-University,Wurzburg,¨ Germany [email protected], [email protected] Abstract—In this paper, we introduce a novel video game community building and enable social interaction. However, concept called Emergent Multiplayer Games (EMGs). It aims none of the existing platforms have fully delivered a unique at providing a platform for large crowds that tune in live gaming experience tailored to players and viewers alike. game streams. EMGs offer an emergent game experience by empowering a large set of individual players to influence the While there is rising demand for game streams targeted course of a single, collectively played game. We introduce the at spectators who do not want to engage in the actual play general concept of EMGs and present our approach to an EMG [4], there is still a lot of leeway between the role of the solo prototype. Our implementation is built for audiences of varying entertainer who is the only player streaming to hundreds or numbers and diverse personas. It features a control system based thousands of spectators and the spectator himself who does on multiple forms of voting ballots. A preliminary evaluation of the prototype helped to identify EMG designs effective in terms of not want to be bothered interacting with the game. However, usability and fun, but also the relationships of our implemented even a spectator might feel the urge to interfere and make his game mechanics and game control system in terms of information voice heard once in a while. -
Dungeon Crawl Stone Soup (1997/2006-Present)
Handmade Detail in a Procedural World Dr Mark R Johnson (@UltimaRegum) Postdoctoral Fellow in Game Studies Independent Game Developer Retired Professional Gamer Outline • Introduction • Benefits of procedural (PCG) & hand-made (HM) • Attempted Integrations • Hiding Integration? • Conclusion Elite (1984) Civilization (1991) Background • PCG has a long history in many genres • Various kinds of PCG: TES: Daggerfall (1996) Spelunky (2008-2014) • Solar systems • World map • Dungeon levels • Platforming levels Roguelikes NetHack (1987-2003?) ADOM (1994-Present) • The potential of procedural gen • Replay value, challenge, and Angband (1990-Present(ish)) DCSS(1997/2006-Present) complexity • Roguelites? Roguelikelikes? PDLs? Procedural or Hand-Made? Procedural or Hand-Made? Benefits of Procedural (Dev) • PCG as a time saving system • “Have the game make the levels!” • Quicker than making a large set of hand-made levels? • The effort needed in interesting procedural generation algorithms • Ensuring level solvability… Benefits of Procedural (Dev) • PCG systems can create emergent gameplay • Challenges or situations the developers could not have anticipated • “Simulationism” in PCG (e.g. NetHack) • Allows for player discovery… • …but risks imbalance? Benefits of Procedural (Dev) • Historically, PCG was also used to handle memory issues and technical constraints • Less relevant these days… or is it? • No Man’s Sky, URR, etc • Low saved content, replicability, seeds… Benefits of Procedural (Player) • Replay value: the game is “the same” on a meta-level, but the specifics vary each playthrough • The player doesn’t learn a level or enemy or item location, but the possibility space • Game feels fresh and new… Benefits of Procedural (Player) • …but the player can still learn • Many PCG games have very high skill ceilings • Challenging and compelling to master, and cannot simply be rote- learned • However, some players struggle with this learning process (e.g. -
Making Sense of Emergent Narratives
Making sense of emergent narratives: An architecture supporting player-triggered narrative processes Simon Chauvin, Guillaume Levieux, Jean-Yves Donnart, Stéphane Natkin To cite this version: Simon Chauvin, Guillaume Levieux, Jean-Yves Donnart, Stéphane Natkin. Making sense of emer- gent narratives: An architecture supporting player-triggered narrative processes. IEEE Confer- ence on Computational Intelligence and Games (CIG), Aug 2015, Tainan, France. pp.91-98, 10.1109/CIG.2015.7317936. hal-02442748 HAL Id: hal-02442748 https://hal.archives-ouvertes.fr/hal-02442748 Submitted on 16 Jan 2020 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Making Sense of Emergent Narratives: An Architecture Supporting Player-Triggered Narrative Processes Simon Chauvin Guillaume Levieux Jean-Yves Donnart Stphane Natkin C.N.A.M / C.E.D.R.I.C C.N.A.M / C.E.D.R.I.C Thales Training and Simulation C.N.A.M / C.E.D.R.I.C Paris, France Paris, France Osny, France Paris, France [email protected] [email protected] [email protected] [email protected] Abstract—Emergent games have the particularity to allow that were not predefined. -
Integrating Emergence and Progression
Integrating Emergence and Progression Joris Dormans Amsterdam University of Applied Sciences Duivendrechtsekade 36-38 1096 AH, Amsterdam, the Netherlands +31 20 595 1686 [email protected] ABSTRACT This paper investigates how structures of emergence and progression in games might be integrated. By leveraging the formalism of Machination diagrams, the shape of the mechanics that typically control progression in games are exposed. Two strategies to create mechanics that control progression but exhibit more emergent behavior by including feedback loops are presented and discussed. Keywords game design, emergence, progression, level design INTRODUCTION Games are complex rule based systems that exhibit many emergent properties on the one hand, but must deliver a well-designed, natural flowing user experience on the other. These two aspects of games, often referred to as “emergence” and “progression” respectively (Juul, 2002, 2005), are generally considered be two different ways of creating gameplay challenges. Put simply, with emergence relatively simple rules lead to much variation in gameplay, whereas with progression many predesigned challenged are ordered sequentially. According to Jesper Juul, “emergence is the primordial game structure” (Juul, 2002, 324); and is the result of the many possible outcomes made possible by the rules in board games, card games, strategy games and many action games. Games of this type can be in many different states: the displacement of a single pawn by one square in a Chess game can make a huge difference. The number of possible combinations of pieces on a Chess board is huge, yet the rules easily fit on a single page. Something similar can be said of the placements of residential zones in the simulation game SimCity (Maxis Software, 1989) or the placement of a units in the strategy game like Starcraft (Blizzard Entertainment, 1998). -
The Tekatekitech System for Automated Minigame Generation: First Steps
The TekaTekiTech System for Automated Minigame Generation: First Steps Edward J. Powley, James Clewett and Simon Colton The MetaMakers Institute Academy for Innovation and Research Falmouth University, UK fedward.powley, james.clewett, [email protected] Abstract Our wider aim in this work is to investigate how players respond to games which are discovered rather than created. Automated generation of entire games is a challenging task in computational creativity. This paper presents If a human game designer produces a game which is impos- some initial explorations with a system for generating sible to win, or only winnable through superhuman dexter- small puzzle games with simple mechanics but com- ity, then the player might reasonably say that the designer plex emergent gameplay. Our system is designed to has made a mistake. However if such a game is discov- enable collaboration between human designers and cre- ered by an automatic game generator, we conjecture that the ative computer agents, and to explore the notion of writ- player will be much more tolerant of the unwinnable game, ing code which itself writes code. Our aim is to produce and indeed that coming up with an explanation for why it is games in which deciphering the mechanics of the game unwinnable might be a pleasure in itself. Ensuring solvabil- is itself a meta-mechanic, and where some puzzles may ity is often a concern when automatically generating game be unsolvable (but not obviously so). We draw an anal- content (Smith, Butler, and Popovic´ 2013); instead, we are ogy between unsolvable puzzles and unprovable math- ematical conjectures: we are intrigued to see whether interested in the region of design space where even the de- the same force that compels mathematicians to perse- signer does not know whether the content is solvable.