Rulebook: An Architectural Pattern for Self-Amending Mechanics in Digital Games

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Wilson Kazuo Mizutani;Fabio Kon
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Abstract

Mechanics are one of the pillars of gameplay, enabled by the underlying implementation of the game and subject to constant changes during development. In particular, self-amending mechanics adjust themselves dynamically and are a common source of coupled code. The Rulebook is an architectural pattern that generalizes how developers prevent coupled code in self-amending mechanics, based on a careful research process including a systematic literature review, semistructured interviews with professional developers, and quasi-experiments. The pattern codifies changes to the game state as “effect” objects, which it matches against a dynamic pool of rules. Each rule may amend, resolve, or chain effects. By preventing the control flow of the game from becoming coupled to the specific interactions of mechanics while also promoting an extensible and flexible structure for self-amendment, our solution reduces the time developers need to iterate on the design of mechanics. This article details the Rulebook pattern and presents a case study demonstrating its design process in three different implementations of open-source jam games. Together with the typification of self-amending mechanics, this article formalizes a novel, state-of-the-art toolset for architecting games.
规则手册:数字游戏中自我完善机制的架构模式
机制是游戏玩法的支柱之一,由游戏的底层实现实现,并在开发过程中不断变化。特别是,自修正机制会动态调整自身,是耦合代码的常见来源。规则手册是一种架构模式,它概括了开发人员如何防止自修正机制中的耦合代码,其基础是一个细致的研究过程,包括系统的文献回顾、对专业开发人员的半结构化访谈以及准实验。该模式将游戏状态的变化编码为 "效果 "对象,并与动态规则库进行匹配。每条规则都可以修正、解决或连锁效应。通过防止游戏的控制流与机制的特定交互耦合,同时促进可扩展和灵活的自我修正结构,我们的解决方案减少了开发人员迭代机制设计所需的时间。本文详细介绍了 "规则手册 "模式,并通过一个案例研究展示了该模式在三个不同的开源干扰游戏中的设计过程。结合自修正机制的类型化,本文正式提出了一种新颖、先进的游戏架构工具集。
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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来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
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