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Garrett Eastman

Solving the Balance Problem of On-Line Role-Playing Games Using Evolutionary Algorithms - 1 views

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    Abstract: "In on-line role-playing games (RPG), each race holds some attributes and skills. Each skill contains several abilities such as physical damage, hit rate, etc. Parts of the attributes and all the abilities are a function of the character's level, which are called Ability-Increasing Functions (AIFs). A well-balanced on-line RPG is characterized by having a set of well-balanced AIFs. In this paper, we propose an evolutionary design method, including integration with an improved Probabilistic Incremental Program Evolution (PIPE) and a Cooperative Coevolutionary Algorithm (CCEA), for on-line RPGs to maintain the game balance. Moreover, we construct a simplest turn-based game model and perform a series of experiments based on it. The results indicate that the proposed method is able to obtain a set of well-balanced AIFs effi-ciently. They also show that in this case the CCEA outperforms the simple genetic algorithm, and that the capability of PIPE has been significantly improved through the improvement work."
Garrett Eastman

How RPG fans convinced Nintendo to release two Japanese titles in the US - 0 views

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    When Nintendo announced last year that it would not be bringing cult classic Japanese RPG Xenoblade Chronicles to North America, it was no surprise that the decision drew heavy Internet protest from a subgroup of dedicated gamers.
Garrett Eastman

Establishing a New Framework to Measure Challenge, Control and Goals in Different Game ... - 0 views

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    Abstract: "For over 40 years, researchers investigated utilizing video games for education. Some of that research focused on the type of pedagogical content to embed in a game and how to integrate it, while others emphasized how to preserve the inherent intrinsic motivation in games. One of the many factors that could affect motivation and learning in video games is the different intrapersonal elements and attributes of games. In order to test those attributes' effect on motivation and learning we need to be able to define them and clearly establish a method for measuring them. The object of this study is to establish a framework for measuring three of these attributes, Challenge, Control and Goals, based on user perception. This framework is an initial step to establish a clear metric for measuring those attributes in five different game genres: First-Person Shooter, Racing, RPG, Arcade and Sports."
Garrett Eastman

Books on Google Play Interactive Storytelling for Video Games: Proven Writing Techni... - 0 views

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    Recently published by CRC Press, excerpts on Google Books. "expert advice you need to generate compelling and original game concepts and narratives."
Garrett Eastman

Understanding Computer Role-Playing Games - 0 views

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    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

A BDI Game Master Agent for Computer Role-Playing Games - 0 views

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    "e describe an approach for developing an in- telligent game master (GM) for computer role-playing games. The role of the GM is to set up the game environment, man- age the narrative ow and enforce the game rules whilst keeping the players engaged. Our approach is to use the popular Belief-Desire-Intention (BDI) model of agents to de- veloping a GM."
Garrett Eastman

Gameplay Design for Role-Playing Battle Systems - 0 views

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    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

Collective Artificial Intelligence: Simulated Role-Playing from Crowdsourced Data - 0 views

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    From the abstract: "Collective Artificial Intelligence (CAI) simulates human intelligence from data contributed by many humans, mined for inter-related patterns. This thesis applies CAI to social role-playing, introducing an end-to-end process for compositing recorded performances from thousands of humans, and simulating open-ended interaction from this data. The CAI process combines crowdsourcing, pattern discovery, and case-based planning. Content creation is crowdsourced by recording role-players online. Browser-based tools allow non-experts to annotate data, organizing content into a hierarchical narrative structure. Patterns discovered from data power a novel system combining plan recognition with case-based planning. The combination of this process and structure produces a new medium, which exploits a massive corpus to realize characters who interact and converse with humans. This medium enables new experiences in videogames, and new classes of training simulations, therapeutic applications, and social robots. .... As a proof of concept, a CAI system has been evaluated by recording over 10,000 performances in The Restaurant Game, automating an AI-controlled waitress who interacts in the world, and converses with a human via text or speech. Quantitative results demonstrate CAI supports significantly open-ended interaction with humans, while focus groups reveal factors for improving engagement."
Garrett Eastman

Roll20 -- Virtual tabletop gaming that tells a story - 0 views

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    "Roll20 is an online tabletop gaming platform with a focus on storytelling as opposed to game mechanics. This is NOT a video game, but instead a virtual "table" to gather around with friends in order to play any number of role playing games."
Garrett Eastman

Samurai Yetis and Ninja Werewolves: How One Teacher Turned Sixth Grade Into an MMO - 0 views

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    "Ben Bertoli is a longtime Kotaku reader and commenter, a lifetime, dedicated video gamer, and a sixth-grade teacher in Indiana. He reached out to Kotaku this past week to share the story of how he turned his class into a role-playing game"
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