Skip to main content

Home/ Becker Video Game Design/ Group items tagged combat design

Rss Feed Group items tagged

Garrett Eastman

Understanding Computer Role-Playing Games - 0 views

  •  
    Abstract: "A game genre as diverse as that of computer role - playing games is difficult to overview. This poses challenges or both developers and researchers to position their work clearly within the genre. We present an overview of the genre based on clusterin g games with similar gameplay features . This allows a tracing of relations between subgenres through their gameplay , and connecting this to concrete game examples. The analysis was done through using gameplay design patterns to identify gameplay features a nd focused upon the combat systems in the games . The resulting cluster structure makes use of 321 patterns to create 37 different subgenre classifications based solely on gameplay features . In addition to the clusters, we identify four categories of patter ns that help designers and researchers understand the combat systems in computer role - playing games"
Garrett Eastman

Gameplay Design for Role-Playing Battle Systems - 0 views

  •  
    Abstract: "This thesis explores role-playing games, an existing genre within the current game industry. Role-playing games have many different parts which together create the whole game experience for the user. However, this research has focused on what arguably can be said to be the core gameplay feature of role-playing games: The battle system. This was mainly conducted by analyzing existing games using different methods, primarily by identifying gameplay design patterns in the games, and comparing them using a cluster method. The use of patterns allowed basic elements for observing and analyzing the relation between different role-playing games while the clusters provide overviews of the subcategories of the role-playing genre. This thesis presents view of the role-playing genre from the perspective of combat systems through two main results. The first result is the trees created by the clusters which explain subgenres through the presence of specific gameplay design patterns. The second result is four categories of patterns: those which illustrate patterns found in nearly all role-playing games; those that define the tree result; those that can have strong impact on gameplay but without affecting subgenre membership; and those that link combat system to other parts of the gameplay. Through this, the research has established a view on the design space of role-playing games and created visualizations of how different role-playing games relate to each other. From this relation a designer can further understand how to design for different gameplay experiences for the user."
Garrett Eastman

Target Selection for AI Companions in FPS Games - 0 views

  •  
    Abstract: "Non-player Characters (NPCs) that accompany the player en- able a single player to participate in team-based experiences, improving immersion and allowing for more complex game- play. In this context, an Artificial Intelligence (AI) teammate should make good combat decisions, supporting the player and optimizing combat resolution. Here we investigate the target selection problem, which consists of picking the op- timal enemy as a target in a modern war game. We look at how the companion's different strategies can influence the outcome of combat, and by analyzing a variety of non-trivial First Person Shooter (FPS) scenarios show that a mathemat- ically simple approach significantly improves over common strategies typically found in games, and can achieve results similar to much more expensive look-up tree approaches. This work has applications in practical game design, show- ing that simple, computationally efficient target selection can make an excellent target selection heuristic"
Garrett Eastman

Designing a Mobile Game to Teach Conceptual Knowledge of Avoiding "Phishing Attacks" - 0 views

  •  
    Abstract: "Phishing is a form of online identity theft, which attempts to appropriate confidential and sensitive information such as usernames and passwords from its victims. To facilitate cyberspace as a secure environment, phishing education needs to be made accessible to home computer users and mobile games enable embedded learning in a natural environment. Previously, we have introduced a mobile game design that aimed to enhance avoidance motivation and behavior to protect against phishing threats. This paper focuses on a design that develops the conceptual knowledge that is necessary to combat phishing threats, home computer teaching users about phishing emails and web addresses. The prototype game design is presented on Google App Inventor Emulator."
Garrett Eastman

Applying Software Product Lines to Multiplatform Video Games - 0 views

  •  
    Abstract: "In this paper, we explore the application of Software Product Line (SPL) technology in the video games domain by exploiting differences in various video game platforms to design a variable component - based software product line architecture for a multiplatform vide o game . Our approach consists of constructing a feature dependency model for describing variability in multiplatform video games. We explored variability in the user interface, input devices, output devices, CPU, as well as other variability in various vid eo game platforms. Then, we designed a variable component - based SPL that is tailored to every video game in the product line. We validated our approach by implementing a SPL of a combat flight - simulator game and by deriving two versions of the game: a Win dows desktop version and a Windows Phone version. The derivation process of each version is done by selecting features from the feature dependency model and the corresponding software components and SPL parameters that relate to those features. "
Garrett Eastman

Cuccinelli, George Mason students create anti-gang games | Washington Examiner - 0 views

  •  
    Virginia state attorney general enlists George Mason game design students to create games to combat aggressive online game and social media recruiting tactics employed by street gangs
Garrett Eastman

How Nanotechnology is Portrayed in Video Games - The Metal Gear Solid Saga - 0 views

  •  
    "In Metal Gear Solid 4, an advanced battlefield control network called "Sons of the Patriots" monitors and enhances the performance of soldiers deployed in combat via nanomachines injected in their body. Octo-camo, a form of smart camouflage, can replicate both the pattern and texture of any surface it comes in contact with."
Garrett Eastman

Video games offer clues for cancer research - 0 views

  •  
    "Wake Forest - Science researchers, inspired by the graphics used to create video games, have used the technology to create advanced imaging systems to examine cancerous cells. The research may pave the way for new "designer drugs" to combat certain forms of cancer."
1 - 8 of 8
Showing 20 items per page