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Memetic game concepts: Approaching content evolution in games

机译:Memetic Game概念:在游戏中接近内容演变

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Huizinga (8) denotes that games exist since the dawn of men. Without noticing these games must have always carried Memes because successful games or parts of games survived over long periods of time, even when not being played. In 1976, Dawkins (5) described in “The Selfish Gene” Memes as minimal knowledge elements/fragments which exist and evolve over time. Successful Memes survive over long periods of time and adapt gene-like to the environment. In recent years, the computer game industry strove for mechanisms and approaches for creating more successful computer games. If a game concept proved well for one title, the common approach was and still is to re-use this approach for a sequel. This is basically nothing more than an evolution of concepts and techniques - a Meme life-cycle. Why not create an explicit environment and therein techniques which allow easy content and concept evolution? This paper proposes a platform implementing the Meme-Media Technology developed by Tanaka (16) in digital games. Such a resulting system would grant deeper insights into the evolution process and creation of new game concepts and game content. Thus, allowing game developers to create more effective games.
机译:Huizatea(8)表示自从男人的黎明以来存在的比赛。如果没有,这些游戏必须始终带来模因,因为即使没有被播放,也在长时间幸存下来的比赛或游戏的部分幸存下来。在1976年,在“自私基因”中描述的Dawkins(5)描述为存在并随着时间的推移存在和发展的最小知识元素/片段。成功的MEMES在很长一段时间内存活,并适应环境的基因样。近年来,电脑游戏行业为创建更成功的计算机游戏的机制和方法而努力。如果游戏概念证明一个标题很好,常见的方法是并仍然是重新使用这种方法进行续集。这基本上是概念和技术的演变 - MEME生命周期。为什么不创建一个明确的环境和其中技术,允许容易内容和概念演化?本文提出了一个平台,实施由Tanaka(16)在数字游戏中开发的MEME-Media技术。这样的由此产生的系统将授予进展过程和创建新的游戏概念和游戏内容的更深层次的见解。因此,允许游戏开发人员创建更有效的游戏。

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