Skip to main content

Home/ Becker Video Game Design/ Group items tagged multiplayer

Rss Feed Group items tagged

Garrett Eastman

Team Blockhead Wars: Generating FPS Weapons in a Multiplayer Environment - 0 views

  •  
    Abstract :"We present an attempt at exploring the search space of weapons in team-based multiplayer First-Person Shooters (FPS). At the foundation of the experiment is Team Block- head Wars (TBHW), a game that we developed for the pur- poses of this project. TBHW allows human players to enjoy classic multiplayer FPS gameplay and uses a genetic algo- rithm to continuously generate new weapons. A weapon's genome consists of ten real-valued parameters, which to- gether form a vast search space that includes common FPS weapon tropes. The evaluation function scores weapons on the basis of their use by players. The game also generates 3D meshes to visually represent the generated weapons for easy player recognition. While TBHW is work in progress, preliminary results are encouraging."
Garrett Eastman

MMO-topia: Are massively multiplayer online games cultivating communities that are bett... - 0 views

  •  
    "By demonstrating that communities formed in massively multiplayer online games are true communities, examining communication and behaviour within MMOG communities, and discussing the benefits and negative aspects of MMOG communities this paper will show that the communities of massively multiplayer online games are better than offline communities."
Garrett Eastman

An Overview of Networking Infrastructure for Massively Multiplayer Online Games - 0 views

  •  
    From the abstract: "n the last decade the popularity of MMOGs has exploded. Unfortunately, the demand has far outweighed the resources commercial game providers can provide. Many MMOGs are suffering from scalability issues, resulting in game world partitioni ng, service down time and server crashes. The centralized server architecture of most modern day MMOGs is unable to cope with this increase in the number of participating players. Hence, there is a need for a scalable network architecture which can support these large number of players without affecting the overall gaming experience for each player. In this paper, we provide a review on the existing networking infrastructure solutions for MMOGs. This includes description and comparison of different im plementation techniques for the deployment of massive multiplayer on-line games, which work as a client/server and peer-to-peer paradigms. "
Garrett Eastman

Peer-to-Peer Architectures for Massively Multiplayer Online Games: A Survey - 0 views

  •  
    Abstract: "Scalability, fast response time, and low cost are of utmost importance in designing a successful massively multiplayer online game. The underlying architecture plays an important role in meeting these conditions. Peer-to-peer architectures, due to their distributed and collaborative nature, have low infrastructure costs and can achieve high scalability. They can also achieve fast response times by creating direct connections between players. However, these architectures face many challenges. Distributing a game among peers makes maintaining control over the game more complex. Peer-to-peer architectures also tend to be vulnerable to churn and cheating. Moreover, different genres of games have different requirements that should be met by the underlying architecture, rendering the task of designing a general purpose architecture harder. Many peer-to-peer gaming solutions have been proposed that utilize a range of techniques while using somewhat different and confusing terminologies. This paper presents a comprehensive overview of current peer-to-peer solutions for massively multiplayer games using a uniform terminology"
Garrett Eastman

Mozilla launches multiplayer browser adventure to showcase HTML5 gaming - 0 views

  •  
    An example of a browser-based game using HTML5 standards and JavaScript
Garrett Eastman

A Simultaneous-Movement Mobile Multiplayer Game Design Based on Adaptive Background Par... - 0 views

  •  
    "Abstract-Implementations of mobile games have become prevalent industrial technology due to the ubiquitous nature of mobile devices. However, simultaneous-movement multiplayer games - games that a player competes simultaneously with other players - are usually affected by such parameters as latency, type of game architecture and type of communication technology. This paper makes a review of the above parameters, considering the pros and cons of the various techniques used in addressing each parameter. It then goes ahead to propose an enhanced mechanism for dealing with packet delays based on partitioning the game background into grids. The proposed design is implemented and tested using Bluetooth and Wi-Fi communication technologies. The efficiency and effectiveness of the design are also analyzed."
Garrett Eastman

Investigating something wicked in The Secret World | VentureBeat - 0 views

  •  
    Forthcoming game from Funcom: "Massively multiplayer online MMO veterans know how questing traditionally works. You stumble upon a hub of non-playable characters with golden exclamation points over their heads. You scoop up every task they offer, then you spend the next few hours grinding them out as efficiently as possible, sometimes while simultaneously watching TV. The Secret World changes all of that by restricting the number of active missions you can have at one time. While some players will find this too limiting, I think it's a good thing. The Secret World is a story-driven game, complete with cutscenes and voiced dialogue. Many of its missions require attention, thought, and the occasional Google search."
Garrett Eastman

Leadership in a Networked World: The Case of Massive Multiplayer Environments - 0 views

  •  
    Study of leadership principles revealed in multiplayer games which can inform future game design
Garrett Eastman

WebHack: A Research System for Social Massive Multiplayer Online Games - 0 views

  •  
    Abstract: "The most popular Facebook games are being played by millions of users, sometimes only a few weeks after introduction. Although several of these games and their users have been studied, there currently exists no open-source version of such a game. In this thesis we present the design, implementation, and performance analysis of WebHack, a Facebook-integrated multiplayer game. WebHack is built upon the classic, but still popular, game of Nethack. We discuss the technical difficulties with file handles, process limits, communication networks, and handling failures. Further, we consider aspects specific to legacy applications, for example legal issues and technical limitations. We propose methods to circumvent these issues, and show a successful integration of the legacy game Nethack into our Facebookintegrated game system. We present the design of our system and evaluate the performance of the design in various scenarios. Among other results, we show that WebHack is a highperformance system, able to support over 300,000 concurrent players, handle arrival rates for up to 1,750 new players per second for over 60 seconds, and is able to recover within 10 seconds from a server failure."
Garrett Eastman

Scaling Online Collaborative Games to Urban Level - 0 views

  •  
    Abstract: "With the growing availability of personal communication devices we are witnessing a tremendous increase in the demand for mobile services based on location and context. Mobile gaming is, of course, following this same trend. Unfortunately, differently from other services, location- and context-based gaming strictly requires near-field communication to interact with nearby players in order to create teams and arenas. Since currently adopted technologies suffer from scalability (Bluetooth) or energy (WiFi) constraints, Opportunistic Networks (ONs) have already been addressed as a viable solution to involve a considerable number of players on a wider area. While massive multiplayer games are commonplace on wired networks, it is not yet clear how player experience is affected by the increased delay and probabilistic message forwarding introduced by a huge population over an ON. In this paper we address this problem by proposing an opportunistic collaborative game, which is meaningful for the category of collaborative puzzle games, and evaluating its playability and scalability by means of simulations on a real city topology."
Garrett Eastman

"Can Bluetooth games replace traditional non-digital games, such as cards or dice, in a... - 0 views

  •  
    Abstract: "The intent of this research is attempt to discover what makes a multiplayer game fun, for it is the fun which will take the game from simply being a one off diversion and instead become a go to object in the social consciousness, no different to a pack of cards. "
Garrett Eastman

Getting Real About Games: Using Ethnography to Give Direction to Big Data - 0 views

  •  
    Abstract: "HCI scholars have been among those attracted to the study of online, computer-supported gaming. "Big Data" approaches, which analyze electronic traces left by game play, are an increasingly popular way to study it. This paper identifies basic epistemological problems in some such approaches, focusing on those that implicitly depend on the assumption that game play is fundamentally the same as other social activity. The paper explains why this and related assumptions are questionable, and why these Big Data approaches cannot establish their validity on their own. The paper then reports some results of a preliminary ethnographic study of Massive Multiplayer Online Games (MMOGs), in order to illustrate a way that ethnography can provide an initial purchase on how the underlying similarity/dissimilarity issue can be studied. It concludes by explaining how methodological triangulation, involving a dialectical discourse between ethnography, on the one hand, and Big Data and similar approaches, on the other, may be able to place Game Studies on a firmer epistemological foundation. It is the attempt to achieve such significant objectives, in particular to justify a foundational critique of a major new development in Game Studies, and to do so in a single paper, that justify inclusion of the paper in alt.chi. "
Garrett Eastman

Demon Dissension - 0 views

  •  
    abstract: "Demon Dissension provides a strategic twist on the traditional fighting game experience to players and showcases co mplex game logic, networking, and fighting game design principles. Built entirely in the Unity engine and programmed in C#, Demon Dissension pits two players against one another in a battle for glory, challenging them to not only fight against the charact er in game, but the strategies being employed by the actual opponent . A team of two artists and two programmers took four terms to create a deep multiplayer battle experience." Becker student Breeze Grigas participated in this project.
Garrett Eastman

Exploring social play in a shared hybrid space enabled by handheld augmented reality - 0 views

  •  
    Abstract: "Reality-based interfaces bring new design opportunities to social games. These novel game interfaces, exemplified by Wii, Kinect, and Smart phones, leverage players' existing physics, bodily, environmental, and social skills. Moreover, they enable a shared hybrid physical-digital space in which the players' co-presence can be enhanced by their physical and digital co-location. However, many digital social games occupy players' attention with the digital display and content, reducing their attention spent on one another and limiting the synchronization of actions and emotions among players. How do we design technologies that do not interfere with social play but enhance and innovate it? In this thesis work, I focus on one particular kind of reality-based interfaces, Handheld Augmented Reality (HAR), to extend players' interaction from the small mobile devices to the shared hybrid space around a computationally trackable surface. This thesis explores how to encourage social play with HAR interfaces, which brings in challenges of designing with the affordances and constraints of the HAR interface, understanding the complicated phenomenon of social play, and integrating these understandings in multiplayer HAR game design. Adopting Research-through Design as the overarching research method, I collaborate with multiple teams, design and study three multiplayer HAR game prototypes. I present four main contributions. First, this work yields design artifacts and examples of social games with HAR interfaces. I communicate to the game design and Augmented Reality communities through these prototypes, including BragFish, ARt of Defense, and NerdHerder. Second, I provide empirical findings on social play in a shared hybrid space. Through lab-based user studies, observation, video analysis, interviews, and surveys, I collect and analyze interpersonal play behaviors and emotions in the shared hybrid space enabled by the HAR interface. Third, I adopt and adapt sociologic
Garrett Eastman

HISTORICITY AND SOCIALITY IN GAME DESIGN: ADVENTURES IN LUDIC ARCHAEOLOGY - 0 views

  •  
    From the abstract :"The Vikings! is an asynchronous multiplayer social game that adapts Viking Age (700s-1000s C.E.) social practices and structures in the hopes of producing a synthetic Viking society. Players manage Viking households, sail the open seas, raid Viking and foreigner households, and develop economic and political relationships with other players to ensure their own survival and prosperity. To successfully prosecute this project, the author came to devise: a semi-formal method for adapting historical situations to interactive simulations; a set of criteria for evaluating the quality, internal consistency, and historical fidelity of such simulations; and a technique for constraining the scope of adaptation to only what is necessary for the player's enjoyment and the designer's aesthetic goals."
Garrett Eastman

Sony patent encourages MMO players to meet in real life - 0 views

  •  
    "Meeting new friends through the world of massively multiplayer games is all well and good, but Sony seems to think MMO players need a little bit of help interacting with each other in the real world. They're so concerned about it, in fact, that they've patented a method for "coordinating real-world gatherings to promote online community.""
Garrett Eastman

Identifying Bullies with a Computer Game - 0 views

  •  
    Multiplayer game design enabling observation of peer interactions among youths
Garrett Eastman

Developing Infrastructures for Online Games and Distance Learning using RTF - 0 views

  •  
    RTF (Real Time Framework) with one of the cases implementation of multiplayer online games on multiple servers
Garrett Eastman

Turkish gaming climbs to $450 million in 2012 (infographic) - 0 views

  •  
    "Turkey's gaming presence is on the rise for the year 2012, as a Newzoo survey infographic shows an estimated $450 million gaming market for the country full of dedicated massively multiplayer and social gamers."
Garrett Eastman

Character Creation Processes in MMORPGs - 1 views

  •  
    Abstract Virtual worlds give us the opportunity to explore another self, a virtual character of the real life you. Massively Multiplayer Online Role Playing Games (MMORPGs) have become extremely popular over the last decade. It has also grown into a lucrative business. To keep the players, the game needs to be more than just a game. This study aimed at finding out what factors that determine which features of the character creation interface that are most important to players. The following research question was formed; "Which underlying factors affect how important different features of the character creation interface are to experienced MMORPG players? To be able to answer the question an extensive literature review was conducted. A qualitative approach was taken. Long interviews were made with five participants, two female and three male players. The interviews took place while they created a number of avatars in different MMORPGs. The interviews were then followed up. During the follow-ups, the impact the character creation process had for the players, were discussed. The findings indicate that the character creation interface is important for the players to get a good gaming experience. However different types of players require different things. Important features for the users to change were mainly; the head; the name; and adding parts of yourself on your character. The factors that determined the importance of these features were found to be; Player types; Identity types; Immersion levels; and whether or not the game or the gaming experience were new to the player. Another finding showed that the longer you have played a game the less bizarre the different races, classes and gender will seem. The study also indicated that the female participants had a hard time identifying with their male characters."
1 - 20 of 45 Next › Last »
Showing 20 items per page