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小说叙事情报结构对于计算机游戏互动戏剧工作流的应用

A Novel Narrative Intelligence Structure for Interactive Drama in Computer Games Workflow
作者:Hussein Karam Hussein Abd El-Sattar 作者单位:Ain Shams University, Faculty of Science, Mathematics and Computer Science Department, Cairo, Abbassia 11566, Egypt,Al Yammah University, Faculty of Computer and Information Systems, Riyadh 11512, P.O 加工时间:2013-10-22 信息来源:科技报告(other) 索取原文[18 页]
关键词:电子信息;计算机;游戏;戏剧流
摘 要:Interactive drama and storytelling applications have become major issues in video games development. Prior research in interactive storytelling identified that adding narrative in computer games is a challenging task because: (ⅰ) it may restrict player interactivity, (ⅱ) narrative causality/control, (ⅲ) the duality between characters and plot, and (ⅳ) the trade-off between narrative progression and user interaction. This chapter attempts to solve these problems by proposing an integrated framework for deeply combining interactivity and narrative in computer games workflow. It presents state-of-the-art results with respect to interactive drama and Petri nets (PN), and highlights some petri-net-based workflow tools for game design and game rules principles. The idea is to compose the game rules in the game's workflow environment by different triggers and effects; and separates the rules of the game environment into two parts: controllable and non-controllable rules. The main contribution of this chapter is to show how workflow management concepts can be jointly utilized with Petri nets (PN) for modeling game systems and game workflow control. Evaluation and performance results supported by some case study called "crazy ball 2" are also demonstrated. "Crazy ball 2" is a platform-type genre, much like the worldwide-known game Mario and the Konami's Castlevania series.
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