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Applying norms and preferences for designing flexible game rules

机译:应用规范和偏好来设计灵活的游戏规则

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Interactive storytelling is a strength of table-top role playing games as they are facilitated by a game master (GM) who directs the narrative and devises game scenarios. One difficulty with the implementation of a GM in computer games is the large amount of time, effort and specialist skills that can be required for the creation of such an agent. Another issue is that game rules become embedded in the agent implementation and thus may become difficult and time consuming to change. This article aims to address these issues by presenting a method for developers to shape the narrative by defining game behaviour in terms of norms and preferences. The system was evaluated with both a case study and a user experiment. The results showed that the users found out the system to be both user friendly and suitable for development of games with flexible narrative.
机译:交互式故事讲述是台式角色扮演游戏的一种优势,这是由指导故事并设计游戏场景的游戏主管(GM)促进的。在计算机游戏中实施GM的一个困难是创建此类代理所需的大量时间,精力和专业技能。另一个问题是游戏规则已嵌入到代理程序实现中,因此更改规则可能会变得困难且耗时。本文旨在通过为开发人员提供一种通过根据规范和偏好定义游戏行为来塑造叙述的方法来解决这些问题。通过案例研究和用户实验对系统进行了评估。结果表明,用户发现该系统既用户友好,又适合叙述灵活的游戏的开发。

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