Mapping Time in Video Games Michael Nitsche Georgia Institute of Technology 686 Cherry Str
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Towards Procedural Map and Character Generation for the MOBA Game Genre
Ingeniería y Ciencia ISSN:1794-9165 | ISSN-e: 2256-4314 ing. cienc., vol. 11, no. 22, pp. 95–119, julio-diciembre. 2015. http://www.eafit.edu.co/ingciencia This article is licensed under a Creative Commons Attribution 4.0 by Towards Procedural Map and Character Generation for the MOBA Game Genre Alejandro Cannizzo1 and Esmitt Ramírez2 Received: 15-12-2014 | Accepted: 13-03-2015 | Online: 31-07-2015 MSC:68U05 | PACS:89.20.Ff doi:10.17230/ingciencia.11.22.5 Abstract In this paper, we present an approach to create assets using procedural algorithms in maps generation and dynamic adaptation of characters for a MOBA video game, preserving the balancing feature to players. Maps are created based on offering equal chances of winning or losing for both teams. Also, a character adaptation system is developed which allows changing the attributes of players in real-time according to their behaviour, always maintaining the game balanced. Our tests show the effectiveness of the proposed algorithms to establish the adequate values in a MOBA video game. Key words: procedural content generation; multiplayer on-line battle aren; video game; balanced game 1 Universidad Central de Venezuela, Caracas, Venezuela, [email protected]. 2 Universidad Central de Venezuela, Caracas, Venezuela, [email protected]. Universidad EAFIT 95j Towards Procedural Map and Character Generation for the MOBA Genre Game Generación procedimental de mapas y personajes para un juego del género MOBA Resumen En este artículo, presentamos un enfoque empleando algoritmos procedu- rales en la creación de mapas y adaptación dinámica de personajes en un videojuego MOBA, preservando el aspecto de balance para los jugadores. -
Elements of Gameful Design Emerging from User Preferences Gustavo F
Elements of Gameful Design Emerging from User Preferences Gustavo F. Tondello Alberto Mora Lennart E. Nacke HCI Games Group Estudis d’Informàtica, HCI Games Group Games Institute Multimedia i Telecomunicació Games Institute University of Waterloo Universitat Oberta de Catalunya University of Waterloo [email protected] [email protected] [email protected] ABSTRACT Gameful systems are effective when they help users achieve Several studies have developed models to explain player pref- their goals. This often involves educating users about topics erences. These models have been developed for digital games; in which they lack knowledge, supporting them in attitude or however, they have been frequently applied in gameful design behaviour change, or engaging them in specific areas [10]. To (i.e., designing non-game applications with game elements) make gameful systems more effective, several researchers have without empirical validation of their fit to this different context. attempted to model user preferences in these systems, such as It is not clear if users experience game elements embedded user typologies [40], persuasive strategies [31], or preferences in applications similarly to how players experience them in for different game elements based on personality traits [21]. games. Consequently, we still lack a conceptual framework of Nevertheless, none of these models have studied elements design elements built specifically for a gamification context. used specifically in gameful design. To select design elements To fill this gap, we propose a classification of eight groups of that can appeal to different motivations, designers still rely gameful design elements produced from an exploratory factor on player typologies—such as Bartle’s player types [3, 4] or analysis based on participants’ self-reported preferences. -
DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? . -
Cyanbill Administrator
Excerpts from UBI’s Forum (Reference) CyanBill posted Wed February 04 2004 02:58 PM Wed February 04 2004 02:58 PM Just to clarify: Uru continues to sell very well, garner accolades and wonderful reviews. It's currently Ubisoft's best-selling PC Game. Administrator The decision to switch from online broadband-only content delivery to expansion packs really IS about the small proportion of people who signed up to try Uru Live. The overwhelming majority of people apparently bought the game solely for the singleplayer experience. It's possible a proportion of people have been waiting for one reason or another to sign up for live, but there's no way to know what those numbers are. There were certainly other challenges. But we were on track and on schedule to overcome them until a few weeks ago when the decisions were made and we started to transition to the expansion pack production. Sincere apologies for the lack of attention we've been able to give to Live over the last few weeks. It's really been a skeleton crew manning the ship. The positive side of that is that the first expansion pack in the form of a free download will be available next month. Bill Slease Content Director Cyan Worlds, Inc. CyanBill posted Wed February 04 2004 03:13 PM Wed February 04 2004 03:13 PM The folks who decide where money goes believed that the number of people who would pay to play would be less than the number of people who signed up to try it free. -
Proposal for a Content Analysis of Equity Versus Efficiency In
DISSERTATION HUMAN-TECHNOLOGY RELATIONALITY AND SELF-NETWORK ORGANIZATION: PLAYERS AND AVATARS IN WORLD OF WARCRAFT Submitted by Jaime Banks Department of Journalism and Technical Communication In partial fulfillment of the requirements For the Degree of Doctor of Philosophy Colorado State University Fort Collins, Colorado Fall 2013 Doctoral Committee: Advisor: Rosa Mikeal Martey Donna Rouner Joseph Champ Eric Aoki James Folkestad Copyright by Jaime Banks 2013 All Rights Reserved ABSTRACT HUMAN-TECHNOLOGY RELATIONALITY AND SELF-NETWORK ORGANIZATION: PLAYERS AND AVATARS IN WORLD OF WARCRAFT Massively multiplayer online roleplaying games, or MMOs, present an increasingly popular digital media experience whereby identity emerges as players contribute materially to play but contributions are governed by affordances and constraints of the game. Unique to this medium is the player’s ability to create and control a digital body – an avatar – to represent the Self in the immersive gameworld. Although notions of identity and the Self in digital games have been examined through a number of approaches, it is still unclear how the way one sees the avatar in the uncanny situation of having two bodies – one digital, one physical – contributes to a sense of Self in and around these games. Further, it is unclear how non-human objects contribute to human senses of Self. In that vein, this study examines two research questions: How do players have relationships with their avatars in a digital game? And how does the Self emerge in relation to those relationships? Toward understanding how nonhumans play a role in the emergence of the Self, this study approaches these questions from an actor-network perspective, examining how human, nonhuman, material, and semiotic objects exist in complex webs of relations and how those relations give rise to particular senses of Self in relation to particular gameplay situations. -
Curious Games
Pippin Barr 38 Curious Games Abstract EU Abstract ES Bideo jokoak gaur egungo adierazpen Los videojuegos son el más nuevo y excitante modu berriena eta zirraragarriena dira, medio de expresión de nuestro tiempo eta oraingo bideo jokoen joerak ohiko y actualmente tienden hacia estructuras egituretara eta interakzio estetikara jotzen convencionales y una estética de interacción. du. Baliabide horren potentziala bultzatzeko, Los diseñadores y jugadores deben mirar diseinatzaileek eta jokalariek bideo jokoen a la retórica y la filosofía del diseño de diseinuaren erretorika eta filosofia aztertu videojuegos para promover el potencial de behar dute. Artikulu honetan curious este medio. En este artículo, expongo la games kontzeptua azalduko dut bestelako noción de los juegos curiosos como forma bideo jokoak sortzeko aukera moduan. de crear otro tipo de videojuego. En el Ondoren, joko diseinuaren funtsezko alderdi texto se alternan el análisis de aspectos filosofikoez eta nire esperientziaz arituko naiz filosóficos clave del diseño de juegos y mi eta amaitzeko, curious games-ei dagokionez, propia experiencia, para terminar con una nire esperientziaren ezaugarriak azalduko descripción de mi propia experiencia en lo ditut. relativo a los curious games. * Testu honetan curious games esapideak, jokoaz harago * El término curious games utilizado en este texto trasciende doan eremua ere hartzen du, bai diseinatzaileari eta bai en su ámbito de aplicación al propio juego, refiriéndose bere balizko erabiltzaileei dagokien jakin-minezko jarrera a una actitud inquisitiva e interrogativa, aplicada tanto galdetzaile bati ezartzen zaio, eta joko-esperientzia al diseñador del juego como a sus potenciales usuarios y konplexuago egiten duten galderen planteamenduan que funciona a partir del planteamiento de preguntas y oinarritzen da. -
Amy Clary: "Digital Nature: Uru and the Representation of Wilderness in Computer Games"
Digital Nature: Uru and the Representation of Wilderness in Computer Games Amy Clary The desert is intense. The parched red earth bakes under the relentless glare of the afternoon sun. Thirsty-looking clumps of sage, too squat and sere to cast much shadow, dot the dry, cracked land. On the barbed wire fence is a sign, sunbleached and wind- scoured, that reads “No Trespassing” and “New Mexico.” A rusty Airstream trailer blends into the unforgiving landscape like the shell of a desert tortoise. Two oases of shade beckon: one under the awning of the vintage Airstream, another cast by a distant red rock butte. I head toward the butte, eager to explore its alluringly steep slopes and jagged profile. I climb up the slope and realize that it is not a butte at all but the entrance to a sort of canyon, a cleft, with a seductive assortment of shapes and shade inside it. I take anoth- er step and … the whole world dissolves into unintelligible poly- gons of color. All I see is chaos, and try as I might, I can’t get back to the desert. Such are the frustrations of playing Uru: Ages Beyond Myst (Cyan Worlds, 2003) on a computer that barely meets the game’s mini- mum system requirements. Reviewer Darryl Vassar writes, “Uru will make even the beefiest video card sweat at the highest detail settings…” (“Incomparable beauty” section: para. 4). I had hoped that by turning the game’s graphics settings down to the bare-bones level, my processor, video card, and memory would be sufficient to the task, but they were not. -
FGIR-2018-Report.Pdf
FRONT COVER Fingersoft • Hill Climb Racing 2 Futureplay • Battlelands Royale Next Games • The Walking Dead: Our World Rovio Entertainment • Angry Birds 2 Small Giant Games • Empires & Puzzles Supercell • Brawl Stars, Clash Royale, Clash of Clans and Hay Day BACK COVER Remedy Entertainment • Control Housemarque • Stormdivers SecretExit • Zen Bound 2 Rival Games • Thief of Thieves: Season One Superplus Games • Hills of Steel Critical Force • Critical Ops Frogmind • Badland Brawl Nitro Games • Heroes of Warland Kukouri Mobile Entertainment • Pixel Worlds Tree Men Games • PAKO Forever Publisher Neogames Finland ry (2019) Index 1. Introduction 2. The History of the Finnish Game Industry - From Telmac to Apple 3. The State of the Finnish Game Industry 4. Studios 5. Location of Companies and Clusters 6. Platforms 7. Developers & Diversity 8. Financial Outlook 9. Challenges and Strengths of the Finnish Game Industry 10. Trends and the Future 11. The Industry Support and Networks 12. Education 13. Regional Support 14. Studio Profiles Picture: Seriously | Best Fiends 3 ABOUT THIS REPORT Neogames Finland has been augmented by data from other sources. monitoring the progress of the Finnish This study is a continuation of similar Game Industry since 2003. During these studies conducted in 2004, 2008, 2010, fifteen years almost everything in the 2014 and 2016. industry has changed; platforms, Over 70 Game companies, members technologies, the business environment of Suomen Pelinkehittäjät ry (Finnish and games themselves. However, the Game Developers Association) are biggest change has taken place in the introduced on the company profile industry’s level of professionalism. pages as well as Business Finland and These days the level of professionalism the most relevant game industry in even a small start-up is on a level organizations and regional clusters. -
Participatory Gaming Culture
Master thesis Participatory gaming culture: Indie game design as dialogue between player & creator Martijn van Best student ID: 3175421 [email protected] New Media Studies Faculty of Humanities UTRECHT UNIVERSITY Course code: 200700088 THE-Scriptie / MA NMDC Supervisor: Erna Kotkamp Second reader: René Glas DATE: March 28th, 2011 1 To Mieke 2 Abstract In this thesis I argue that the current dichotomy between indie game design and mainstream design based on commercial appeal versus creative audacity is non-constructive. Instead, I wish to investigate to what extent indie game designers are able to establish a personal dialogue with their audience through their game. I frame independent game design as a participatory culture in which indies alter and modify existing game design conventions through a practice called abusive game design. This is a concept developed by Douglas Wilson and Miguel Sicart. Players who wish to master (partially) abusive games, need to learn about the designer's intentions rather than the game system. I argue that a designer's visibility in this way allows for a dialogue between creator and player. However, in a case study of indie title Super Crate Box (2010), it appears that in order to maintain a sense of fun, certain conventions of mainstream game design need to be adhered to. Indie designers, who often have the most visible and personal relationship with their audience, need to navigate between their wish for a personal connection with players and user friendly, but 'faceless' design. Scaling the tipping point too much to the abusive side instead of the conventional one, may be counter to designers' wishes to create an enjoyable game. -
Mobile Games Advertising Report 2018 :: in Association with Mintegral
IN ASSOCIATION WITH Mobile Games Report Mobile Games Advertising Report 2018 www.pocketgamer.biz ©2018 Steel Media Ltd This report and its contents are the copyright of Steel Media Ltd and www.mintegral.com may not be distributed, copied, or reproduced without permission. Contents The mobile games advertising report 2018 by PocketGamer.biz and Mintegral From breaking industry stories and in-depth interviews with key executives to updates on industry events and detailed analysis of mobile games metrics, PocketGamer.biz is the first port of call for mobile game developers, publishers, operators, handset manufacturers, investors, and service providers. www.pocketgamer.biz The growth of mobile advertising and games 3 Jon Jordan | Writer Joao Diniz-Sanches | Production High level trends – Zynga and Glu The rise of playable ads 19 Mobile 8 Jez Bridgeman | Creative Director Paul Edwards | Senior Designer The view from Mintegral 21 Craig Chapple | Senior Editor Why developers love rewarded video ads 10 Case Study: How Mintegral ©2018 Steel Media Ltd This report and its contents are the copyright of works with Playrix 22 Steel Media Ltd and may not be distributed, copied, or reproduced without permission. The view from PikPok 13 What’s next? 23 Funding new ways to play 14 Sources 25 All statistics in this report are for informational purposes only and are correct at time of going to press to the best of Why players love rewarded our knowledge. Steel Media can accept no responsibility for inaccuracies that occur but where mistakes are video ads 17 About Mintegral 26 discovered we will correct any oversight. -
Exergame Design for Elderly Users: the Case Study of Silverbalance
Exergame Design for Elderly Users: The Case Study of SilverBalance Kathrin Maria Gerling, Jonas Schild, Maic Masuch Entertainment Computing Group University of Duisburg-Essen Forsthausweg 2 47057 Duisburg, Germany +49 203 379 1150 {kathrin.gerling, jonas.schild, maic.masuch}@uni-due.de ABSTRACT Since the introduction of the Nintendo Wii and DS consoles, the In this paper, we discuss chances and challenges of game design amount of “wellness gamers” engaging in mentally or physically for an elderly audience with a focus on the development of safe challenging games has vastly increased with a large percentage of and usable exertion games for frail senior citizens. Based on an players in their forties and fifties [7]. Additionally, the Wii analysis of theoretical constraints, we conducted a case study console is becoming a more and more popular leisure activity for which implements different balance tasks for elderly players elderly people. Research results suggest that the console is widely featuring the Nintendo Wii Balance Board which encourages accepted among senior citizens [24] and that playing Wii games users to actively engage in game play. Furthermore, we tested the has a positive impact on the overall well-being of institutionalized feasibility of the board as input device for our case study elderly [12, 25]. Furthermore, physically engaging games may SilverBalance. Our results indicate that age-related impairments reduce the risk of depression among senior citizens [19]. influence the use of video games among frail elderly in many With a growing number of exertion games hitting the market respects, hence their needs have to be considered during the since the Nintendo Wii Balance Board was released, new design process. -
Heuristics for Video Games Evaluation: How Players Rate Their Relevance for Different Game Genres According to Their Experience Florentin Rodio, Christian Bastien
Heuristics for Video Games Evaluation: How Players Rate Their Relevance for Different Game Genres According to Their Experience Florentin Rodio, Christian Bastien To cite this version: Florentin Rodio, Christian Bastien. Heuristics for Video Games Evaluation: How Players Rate Their Relevance for Different Game Genres According to Their Experience. 25ème conférence francophone sur l’Interaction Homme-Machine, IHM’13, AFIHM, Nov 2013, Bordeaux, France. 10.1145/2534903.2534915. hal-00877287v1 HAL Id: hal-00877287 https://hal.inria.fr/hal-00877287v1 Submitted on 28 Oct 2013 (v1), last revised 6 Nov 2013 (v2) 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. Heuristics for Video Games Evaluation: How Players Rate Their Relevance for Different Game Genres According to Their Experience Florentin Rodio J. M. Christian Bastien University of Lorraine University of Lorraine Laboratoire PErSEUs (EA 7312) Laboratoire PErSEUs (EA 7312) 57006 Metz (France) 57006 Metz (France) [email protected] [email protected] Alcatel-Lucent Bell Labs France, Route de Villejust, 91620 Nozay, France [email protected] ABSTRACT player’s expectations, and to avoid wasting their time on This paper reports a study evaluating the relative issues that may not be important.