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Overview
The future direction of game development is towards more flexible, realistic, and interactive game worlds. However, current methods of game design do not allow for anything other than pre-scripted player exchanges and static objects and environments. An emergent approach to game development involves the creation of a globally designed game system that provides rules and boundaries for player interactions, rather than prescribed paths. Emergence in Games provides detailed foundation for applying the theory and practice of emergence in games to game design. Emergent narrative, characters and agents, and game worlds are covered, and hands-on tutorials and case studies allow the reader to the put the skills and ideas presented into practice. Perfect for game developers, students, and researchers who are interested in learning the theory and practice behind emergence in games, Features a study of how players interact in games, a history of how game play has evolved, and the future of game play, Shows readers how to use emergence to make games more lifelike and truly interactive including steps and techniques to create emergent narrative, characters, and interactions, Includes sample game case studies and a companion CD-ROM with demos of the case study games.
About the Author:
Dr. Penny Sweetser began working for The Creative Assembly, Australia in 2005 where she worked as a designer on Medieval II Total War and Medieval II Total War Kingdoms
Product Details
ISBN-13: | 9781584506058 |
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Publisher: | Course Technology PTR |
Publication date: | 01/11/2007 |
Sold by: | CENGAGE LEARNING |
Format: | eBook |
File size: | 8 MB |
About the Author
Penny Sweetser completed her Ph.D. in computer science on the topic "An Emergent Approach to Game Design - Development and Play." She has contributed to various books, journals and international conference on games. She has been working for the game developer, The Creative Assembly, as a game designer for the last two years, recently releasing the AAA title, Medieval 2: Total War. She previously lectured and researched at the University of Queensland, in the areas of game design, artificial intelligence and user-centered design.
Table of Contents
Acknowledgments ix
About the Author xi
Introduction 1
Emergence 2
Emergent Gameplay 3
Emergence in Games 5
Who This Book Is For 15
How This Book Is Organized 15
Emergence 19
Complex Systems 20
Complexity 28
Scientific Approaches 29
Chaos Theory 32
Artificial Life 35
Emergence 39
Summary 41
Additional Reading 41
Class Exercises 42
Playing Games 43
Player Interaction 43
The Evolution of Gameplay 54
What Players Want 64
Future of Gameplay 74
Summary 77
Class Exercises 77
Emergence in Games 79
Board Games 80
Game Worlds 83
Characters and Agents 88
Emergent Narrative 94
Social Emergence 102
Developing for Emergence 108
Emergent Games 112
Summary 113
Class Exercises 114
Techniques for Emergence 117
Linear Techniques 118
Approximate Reasoning 126
Machine Learning 132
Complex Systems 144
Artificial Life 149
Choosing a Technique 163
Summary 165
Class Exercises 167
Game Worlds 169
Active Game Environment 170
Property-Based Objects 201
Emergent Game Worlds 227
Summary 231
Class Exercises 232
Characters and Agents 233
Sensing 234
Acting 242
Summary 304
Class Exercises 306
Emergent Narrative 307
Narrative Structure 308
Narrative Elements 312
Summary 354
Class Exercises 355
Social Emergence 357
Economies 358
Social Structures 384
Communities 396
Artificial Social Networks 400
Summary 407
Class Exercises 408
Conclusion 411
Emergent Game Worlds 412
Emergent Characters and Agents 413
Emergent Narrative 414
Social Emergence 416
Developers 417
Players 417
The Future of Gameplay Is Emerging 419
Bibliography 421
Glossary 431
Index 439
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