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Object-Oriented Story Construction

 

Whether or not a high level narrative frame is imposed over game play, most game play in interactive 3D games occurs at a level where the very high number of possible combinations of actions, positions and interactions makes it completely inappropriate to map out branching interaction possibilities at the level of the design of game moves. Interactions and their consequences between paired types of actions can be specified, using, for example, payoff matrices. But in the simulation of a continuous game space where players can choose moves for interacting with other player characters or NPCs, the details of interaction are far too great to consider other than at the level of the pair-wise interactions of moves that are highly combinable in sequences. This amounts to the design of game characters encapsulating interaction potential in their available potential moves, constituting a character- (and game object-) level object-oriented approach to interaction design.

 

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