Descriptions: a viable choice for video game authors

Neesha Desai, D. Szafron
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引用次数: 1

Abstract

Modern video game development activities have become as specialized as movie-making activites. Gifted story-writers, artists, and animators have replaced programmers in most content creation activities. However, there is still one area where computer programmers play a big role. Stories, characters, and events are still controlled by scripts that are written in "C-like" languages. Therefore, scripting the video game content usually requires a high level of programming knowledge. Some scripting is simple, such as specifying specific game objects. However, in order to take advantage of knowledge learned during game play, authors need to be able to specify dynamic game objects. This often requires authors to create complex definitions, which are composed of a series of variable assignments in programming languages. In this paper, we show how these definitions can be replaced by a more natural mechanism, which we call descriptions. We also present the results of a user study that shows that authors with no programming skills can use descriptions more effectively than definitions and that the authors prefer descriptions.
描述:电子游戏作者的可行选择
现代电子游戏开发活动已经变得像电影制作活动一样专业化。在大多数内容创作活动中,有天赋的故事作家、艺术家和动画师已经取代了程序员。然而,计算机程序员仍然在一个领域发挥着重要作用。故事、人物和事件仍然由用“类c”语言编写的脚本控制。因此,编写电子游戏内容通常需要高水平的编程知识。有些脚本编写很简单,比如指定特定的游戏对象。然而,为了利用在游戏过程中所学到的知识,作者需要能够指定动态游戏对象。这通常需要作者创建复杂的定义,这些定义由编程语言中的一系列变量赋值组成。在本文中,我们将展示如何用一种更自然的机制(我们称之为描述)取代这些定义。我们还提供了一项用户研究的结果,该结果表明,没有编程技能的作者可以比定义更有效地使用描述,并且作者更喜欢描述。
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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