2,756 research outputs found
On Making Good Games - Using Player Virtue Ethics and Gameplay Design Patterns to Identify Generally Desirable Gameplay Features
This paper uses a framework of player virtues to perform a
theoretical exploration of what is required to make a game
good. The choice of player virtues is based upon the view
that games can be seen as implements, and that these are
good if they support an intended use, and the intended use
of games is to support people to be good players. A collection of gameplay design patterns, identified through
their relation to the virtues, is presented to provide specific starting points for considering design options for this type of good games. 24 patterns are identified supporting the virtues, including RISK/REWARD, DYNAMIC ALLIANCES, GAME MASTERS, and PLAYER DECIDED RESULTS, as are 7 countering three or more virtues, including ANALYSIS
PARALYSIS, EARLY ELIMINATION, and GRINDING. The paper concludes by identifying limitations of the approach as well as by showing how it can be applied using other views of what are preferable features in games
On Making Good Games - Using Player Virtue Ethics and Gameplay Design Patterns to Identify Generally Desirable Gameplay Features
This paper uses a framework of player virtues to perform a
theoretical exploration of what is required to make a game
good. The choice of player virtues is based upon the view
that games can be seen as implements, and that these are
good if they support an intended use, and the intended use
of games is to support people to be good players. A collection of gameplay design patterns, identified through
their relation to the virtues, is presented to provide specific starting points for considering design options for this type of good games. 24 patterns are identified supporting the virtues, including RISK/REWARD, DYNAMIC ALLIANCES, GAME MASTERS, and PLAYER DECIDED RESULTS, as are 7 countering three or more virtues, including ANALYSIS
PARALYSIS, EARLY ELIMINATION, and GRINDING. The paper concludes by identifying limitations of the approach as well as by showing how it can be applied using other views of what are preferable features in games
Generating Levels That Teach Mechanics
The automatic generation of game tutorials is a challenging AI problem. While
it is possible to generate annotations and instructions that explain to the
player how the game is played, this paper focuses on generating a gameplay
experience that introduces the player to a game mechanic. It evolves small
levels for the Mario AI Framework that can only be beaten by an agent that
knows how to perform specific actions in the game. It uses variations of a
perfect A* agent that are limited in various ways, such as not being able to
jump high or see enemies, to test how failing to do certain actions can stop
the player from beating the level.Comment: 8 pages, 7 figures, PCG Workshop at FDG 2018, 9th International
Workshop on Procedural Content Generation (PCG2018
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