首页> 外文会议>International Conference on Entertainment Computing(ICEC 2005); 20050919-21; Sanda(JP) >From Hunt the Wumpus to EverQuest: Introduction to Quest Theory
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From Hunt the Wumpus to EverQuest: Introduction to Quest Theory

机译:从“狩猎”到“无尽的任务”:探索理论导论

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The paper will explore how the landscape types and the quest types are used in various games, how they structure the gameplay, how they act as bones for the game-content (graphics, dialogue, sound) and how they sometimes form the base on which a story is imposed and related to the player. The question then becomes, how does the quest structure influence the story structure? How do the limitations of the quest combinations limit the kinds of story that are possible? How rich can the imposed story be, without breaking the gameplay? Are landscape and quest-structure the dominant factors in quest game design, to which the story-ambitions must defer? The main thesis of the paper is that if we understand the powerful but simple structure - the grammar -of quests (how they work, how they are used) we can understand both the limits and the potential of these kinds of games.
机译:本文将探讨在各种游戏中如何使用风景类型和任务类型,它们如何构成游戏玩法,它们如何充当游戏内容(图形,对话,声音)的骨骼,以及它们有时如何构成游戏基础。一个故事被强加给玩家并与之相关。问题变成了,任务结构如何影响故事结构?任务组合的局限性如何限制可能的故事类型?在不中断游戏玩法的情况下,强加的故事有多丰富?故事构想必须遵循的景观和任务结构是任务游戏设计的主要因素吗?本文的主要论点是,如果我们了解任务的强大而简单的结构(语法)(它们如何工作,如何使用),我们既可以了解这类游戏的局限性,也可以了解其潜力。

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