Iiwu : If I Were You a Simple Gameplay Unmanageable by Game Engines

نویسندگان

  • Yann Creach
  • Alexandre Topol
چکیده

The originality of the game that we present comes from its many technical constraints usually distributed on various types of games. It integrates well known specificities of several kinds without really being in any of these categories. Game engines are influenced by the types of games since they propose many technical optimizations to accelerate their operations. In return, only well categorized games can be developed using game engines. Our game does not claim many resources but it requires original operations that can’t be achieved by game engines. We show that the design of an original creative game difficult when the needs are vast and the means offered are reduced. The problem posed by IIWU is a beginning of answer to the question “why is there only very few original games ?”. The answer that we try to outline is that this problem will remain a technical problem as long as there is no software for designing and generating games detached from those we see usually. We illustrate this fact with a graphical implementation problem: the mixing of multiple spotlights.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Split Appearance. Patchy and Coherent Features in Fragments of Gameplay, Mohenjo-daro, Sindh

This paper centers on ancient, generally rather scattered and elusive remains of gameplay. Focusing on a discreteassemblage of game-related artefacts from the Bronze Age Indus Valley urban settlement of Mohenjo-daro, it conductsa detailed study of some of the patchy features to see whether more structured elements thereby can be distinguished.The finds are approached situated in a broader, game...

متن کامل

M5fv " Community Players: Gameplay as Public Performance and Cultural

Artifact” Symbolic Systems Forum, 9 March 2006 Henry Lowood Stanford University Let me say right off that I have no problem with critical attention to game design. It’s just that I find the creativity of players more interesting, how they use computer games as platforms for creating their own games, narratives, texts and performances. So what I would like to do today is talk about why some play...

متن کامل

Working with Galois Groups in Magma

These notes complement the lectures and aim to give you practical experience in working with Galois groups in Magma. They are aimed at people for whom working with Magma is something of a struggle. I myself am still in this category, although perhaps starting to leave it, having written these notes . . . . Given the aims, the exercises corresponding to the first two lectures are intended to be ...

متن کامل

Games and Agents: Designing Intelligent Gameplay

There is an attention shift within the gaming industry towards more natural (long term) behavior of non-playing characters (NPC’s). Multi Agent System research offers a promising technology to implement cognitive intelligent NPC’s. However the technologies used in game engines and multi agent platforms are not readily compatible due to some inherent differences of concerns. Where game engines f...

متن کامل

Machine Learning for Semi-Automated Gameplay Analysis

Compelling gameplay requires constant testing and refinement during the development process, amounting to a considerable investment in time and energy. This article presents an approach to gameplay analysis intended to support and augment the work of game designers, collecting and summarizing gameplay information from the game engine so designers can quickly evaluate the behaviour to make decis...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2005