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Ambient role playing games: towards a grammar of endlessness

机译:环境角色扮演游戏:走向无穷无尽的语法

摘要

If the seminal 1976 ambient music album Music for Airports (Eno, 1978) became a 21st century ambient role playing game, what would it play like? What technologies would be required? What would we need to know for this to happen? Who would be the target audience? This paper sets out to define ambient role playing games. A computer role playing game definition is suggested; the evolution of ambient technologies is outlined and a prototyped ambient game is described. The heart of ambient gaming is embodied in Brian Eno’s description of ambient music as being ‘ignorable as it is interesting’ (Eno, 1978). This is compared and contrasted with pervasive gaming (Waern, 2006), alternate reality gaming (Borland, 2005) and augmented reality gaming (such as ARQuake (Thomas, 2002)). There are many computer role playing games and a description of this genre is developed. The roots and history of role playing games from Gilgamesh, Kriegspiel (Michael, 2005) and Lord of the Rings to Dungeons and Dragons (Hallford, 2001) and more recently World of Warcraft (Blizzard, 2006) give a route to one possible genre definition and a list of role playing game play mechanisms. Case studies are then used to relate the gameplay mechanisms to computer role playing games and differentiate the role playing game genre. This definition and these properties are then combined with ideas of ambience to give a prescription for an ambient role playing game. The technology required for true ambient gaming is described by looking at the history of ubiquitous computing (Weiser, 1996) and showing how this is leading to an ambient intelligence technology that features transparent, intelligent interfaces (Aarts, Harwig, Schuurmans, & Denning, 2001). Finally the development and deployment of an ambient role playing game prototype is described and future audiences and applications of this technology are suggested, with particular reference to possible requirements of ambient gaming women.
机译:如果1976年开创性的环境音乐专辑《机场的音乐》(Eno,1978年)成为21世纪的环境角色扮演游戏,它将扮演什么样的角色?需要什么技术?我们需要知道什么才能做到这一点?谁将成为目标受众?本文着手定义环境角色扮演游戏。建议使用计算机角色扮演游戏定义;概述了环境技术的发展,并描述了原型环境游戏。布赖恩·埃诺(Brian Eno)对环境音乐的描述体现了环境游戏的核心,即“有趣时可忽略”(Eno,1978年)。这与无所不在的游戏(Waern,2006),替代现实游戏(Borland,2005)和增强现实游戏(如ARQuake(Thomas,2002))进行了比较和对比。有许多计算机角色扮演游戏,并且已经对此类型进行了描述。从吉尔伽美什,克里格斯派尔(Michael,2005)和指环王到地下城与龙(Hallford,2001)以及最近的《魔兽世界》(Blizzard,2006)的角色扮演游戏的起源和历史为一种可能的体裁定义提供了一条途径以及角色扮演游戏机制列表。然后,通过案例研究将游戏机制与计算机角色扮演游戏相关联,并区分角色扮演游戏类型。然后将这个定义和这些属性与环境观念结合起来,为周围角色扮演游戏开出处方。通过查看无处不在的计算的历史(Weiser,1996年)并展示这种技术如何导致具有透明,智能界面的环境智能技术,来描述真正的环境游戏所需要的技术(Aarts,Harwig,Schuurmans和Denning,2001年)。 )。最后,描述了环境角色扮演游戏原型的开发和部署,并建议了该技术的未来受众和应用,尤其是参考了环境游戏女性的可能需求。

著录项

  • 作者

    Eyles Mark; Eglin Roger;

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  • 年度 2007
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  • 原文格式 PDF
  • 正文语种 eng
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