Abstract: ""Sequence
Breaking" is a type of feature interaction conflict that exists in video games
where the player gains access to a portion of a
game that should be inaccessible. In such
instances,
a
game's subsuming featur
e
-
its storylin
e
-
is
disrupted, as the predefined set
of valid
event sequences
-
event
s being
uninterruptable unit
s
of functionality that
further
the game's story
-
is
not honoured, as per the game
designer
s'
intentions.
We postulate
that sequence breaking
often arise
s
through
bypassing
g
eographic barriers, chea
ting, and
misunderstanding on the player's behalf.
Throughout this dissertation, we pre
sent an approach to preventing seque
nce breaking at
run
-
time
with the help of Use Case Maps.
We create a "narrative manager" and traversal
algorithm to monitor the playe
r's narrative progress and check the legality of attempted
event calls. We verify our solution through test cases and show its feasibility through a
game
, concluding
t
hat our solution is sufficient and feasible."