{"title":"Game prototyping with community-driven narrative: Actor-network theory applied for Massively Multiplayer Online Games development","authors":"Sylker Teles da Silva, Kiyoshi Tomimatsu","doi":"10.1109/GCCE.2013.6664862","DOIUrl":null,"url":null,"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.","PeriodicalId":294532,"journal":{"name":"2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE)","volume":"57 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2013-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"8","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/GCCE.2013.6664862","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.