首页> 外文OA文献 >Scripting versus emergence : issues for game developers and players in game environment design
【2h】

Scripting versus emergence : issues for game developers and players in game environment design

机译:脚本与出现:游戏开发人员和游戏环境设计中的玩家所面临的问题

代理获取
本网站仅为用户提供外文OA文献查询和代理获取服务,本网站没有原文。下单后我们将采用程序或人工为您竭诚获取高质量的原文,但由于OA文献来源多样且变更频繁,仍可能出现获取不到、文献不完整或与标题不符等情况,如果获取不到我们将提供退款服务。请知悉。

摘要

This paper defines and discusses two contrasting approaches to designing game environments. The first, referred to as scripting, requires developers to anticipate, hand-craft and script specific game objects, events and player interactions. The second, known as emergence, involves defining general, global rules that interact to give rise to emergent gameplay. Each of these approaches is defined, discussed and analyzed with respect to the considerations and affects for game developers and game players. ududSubsequently, various techniques for implementing these design approaches are identified and discussed. It is concluded that scripting and emergence are two extremes of the same continuum, neither of which are ideal for game development. Rather, there needs to be a compromise in which the boundaries of action (such as story and game objectives) can be hardcoded and non-scripted behavior (such as interactions and strategies) are able to emerge within these boundaries.
机译:本文定义并讨论了两种设计游戏环境的对比方法。第一种称为脚本,要求开发人员预见,手工制作和编写脚本特定的游戏对象,事件和玩家交互。第二种方法称为“紧急状态”,涉及定义相互影响以产生紧急状态的通用全局规则。针对游戏开发人员和游戏玩家的考虑和影响,定义,讨论和分析了每种方法。因此,确定并讨论了用于实现这些设计方法的各种技术。可以得出结论,脚本编写和出现是同一连续体的两个极端,都不是游戏开发的理想选择。相反,需要做出妥协,使行动的边界(例如故事和游戏目标)可以被硬编码,并且非脚本化的行为(例如交互和策略)可以在这些边界内出现。

著录项

  • 作者

    Sweetser Penelope; Wiles Janet;

  • 作者单位
  • 年度 2005
  • 总页数
  • 原文格式 PDF
  • 正文语种 {"code":"en","name":"English","id":9}
  • 中图分类

相似文献

  • 外文文献
  • 中文文献
  • 专利

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号