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Causal Normalization: A Methodology for Coherent Story Logic Design in Computer Role-Playing Games

机译:因果归一化:计算机角色扮演游戏中连贯故事逻辑设计的一种方法

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A common experience in playing computer role-playing games, adventure games, and action games is to move through a complex environment only to discover that a quest cannot be completed, a barrier cannot be passed, or a goal cannot be achieved without reloading an earlier game state and trying different paths through the story. This is typically an unanticipated side effect caused by the player having moved through a sequence of actions or a pathway different from that anticipated by the game designers. Analogous side effects can be observed in traditional software engineering (referred to as data coupling and control coupling), in database design (in terms of unnormalized relations), and in knowledge base design (in terms of unnormalized truth-functional dependencies between declarative rules). In all cases, good design is a matter of minimizing functional dependencies, and therefore coupling relationships between different parts of the system structures, and deriving system design from the minimized dependency relationships. We propose a story logic design methodology, referred to as causal normalization, that minimizes some forms of causal functional dependency within story logics and therefore eliminates some unintended forms of causal coupling. This can reduce the kind of unexpected dead ends in game-play that lead to player perceptions of poor game design. Normalization may not be enough, however. Extending the principle of minimal coupling, we propose an object-oriented approach to story logic, and relate this to principles of normalization and game architecture.
机译:在玩计算机角色扮演游戏,冒险游戏和动作游戏时,常见的经验是在复杂的环境中移动,只是发现无法完成任务,无法通过障碍或无法实现目标而没有重新加载游戏。游戏状态以及尝试故事中的不同路径。这通常是由于玩家经历了一系列动作或途径而与游戏设计师所预期的方式不同而引起的意外后果。在传统软件工程(称为数据耦合和控制耦合),数据库设计(根据非规范化关系)和知识库设计(根据声明性规则之间的非规范化真函数依赖关系)中,可以观察到类似的副作用。 。在所有情况下,良好的设计都是要使功能依赖性最小化,因此要使系统结构的不同部分之间的耦合关系最小化,并从最小化的依赖性关系中得出系统设计。我们提出了一种故事逻辑设计方法,称为因果归一化,该方法可以使故事逻辑中的某些形式的因果功能依赖关系最小化,因此可以消除某些意外形式的因果耦合。这可以减少游戏过程中意料之外的死角,这种死角会导致玩家对不良的游戏设计有所了解。但是,规范化可能还不够。在扩展最小耦合原理的基础上,我们提出了一种面向对象的故事逻辑方法,并将其与规范化和游戏体系结构相关。

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