Game prototyping with community-driven narrative: Actor-network theory applied for Massively Multiplayer Online Games development

Sylker Teles da Silva, Kiyoshi Tomimatsu
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引用次数: 8

Abstract

Indie game development and academic game prototyping sometimes require a small team or even a single person to develop an entire system. In either case, the deadline could be a serious problem. Chances are that an indie developer or an academic researcher wants to create a very complex game, like a Massively Multiplayer Online Game. This is maybe the worst-case scenario when the resources are very limited. This paper proposes a community-driven narrative to mitigate one of the biggest problems in the creation process: inventing the game story and background. In order to focus on technical development, a game designer can reach a well-established community, with a well-formed self-universe, and create from there instead of from scratch. To demonstrate this creation process, this work uses the Actor-Network Method to analyze the Skynerd Protocol game development case, a player-driven Massively Multiplayer Online Game born from doctoral research about contextual learning in massively games.
基于社区驱动叙事的游戏原型:演员网络理论在大型多人在线游戏开发中的应用
独立游戏开发和学术游戏原型有时需要一个小团队甚至一个人来开发整个系统。无论哪种情况,最后期限都可能是一个严重的问题。独立开发者或学术研究人员可能想要创造一款非常复杂的游戏,如大型多人在线游戏。当资源非常有限时,这可能是最坏的情况。本文提出了一种社区驱动的叙述方式,以缓解游戏创造过程中的一个最大问题:创造游戏故事和背景。为了专注于技术开发,游戏设计师可以接触到一个完善的社区,拥有一个良好的自我世界,并从那里开始创造,而不是从头开始。为了演示这一创造过程,本作品使用Actor-Network Method来分析《Skynerd Protocol》游戏开发案例,这是一款由玩家驱动的大型多人在线游戏,诞生于关于大型游戏中的情境学习的博士研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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