{"title":"Toward a computational model of focalization in narrative","authors":"Byung-Chull Bae, Yun-Gyung Cheong, R. Young","doi":"10.1145/2159365.2159423","DOIUrl":"https://doi.org/10.1145/2159365.2159423","url":null,"abstract":"Focalization, perspective-taking in stories, restricts narrative information to the eye of a character, allowing the audience limited perception for a particular effect. This paper briefly describes the work in narrative theories on focalization and our computational model of focalization in narrative generation using an Artificial Intelligence planning-based approach. Keys to the story generation with focalization are the use of distinctive knowledge (i.e., distinctive plan libraries) and the concept of focalizing factors for each focal character in the story.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"50 1","pages":"313-315"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76006828","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Descriptions: a viable choice for video game authors","authors":"Neesha Desai, D. Szafron","doi":"10.1145/2159365.2159408","DOIUrl":"https://doi.org/10.1145/2159365.2159408","url":null,"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.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"24 1","pages":"268-270"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91187278","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mike Treanor, Bobby Schweizer, I. Bogost, Michael Mateas
{"title":"Proceduralist readings: how to find meaning in games with graphical logics","authors":"Mike Treanor, Bobby Schweizer, I. Bogost, Michael Mateas","doi":"10.1145/2159365.2159381","DOIUrl":"https://doi.org/10.1145/2159365.2159381","url":null,"abstract":"Newsgames and artgames, two genres in which designers wish to communicate messages to players, often deploy procedural representation. Understanding these proceduralist games requires special attention to a game's processes as well as how these interact with its theme and aesthetics. In this paper we present a method for proceduralist readings of arcade-like 2D games so that players can determine their range of intended and unintended meanings, critics can assess the strengths and weaknesses of the presented arguments, and designers can identify ways to refine their rhetorical strategies.\u0000 Through identifying the components of games that can be interpreted and emphasizing where cultural considerations influence interpretations, we present a framework for meaning derivations that strive to take the entirety of a game into consideration. As demonstrated by several examples, this framework requires much more explicit and formal arguments for why a game carries a meaning and precisely where each component of one's argument came from.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"1 1","pages":"115-122"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89880235","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Yun-En Liu, Erik Andersen, Rich Snider, Seth Cooper, Zoran Popovic
{"title":"Feature-based projections for effective playtrace analysis","authors":"Yun-En Liu, Erik Andersen, Rich Snider, Seth Cooper, Zoran Popovic","doi":"10.1145/2159365.2159375","DOIUrl":"https://doi.org/10.1145/2159365.2159375","url":null,"abstract":"Visual data mining is a powerful technique allowing game designers to analyze player behavior. Playtracer, a new method for visually analyzing play traces, is a generalized heatmap that applies to any game with discrete state spaces. Unfortunately, due to its low discriminative power, Playtracer's usefulness is significantly decreased for games of even medium complexity, and is unusable on games with continuous state spaces. Here we show how the use of state features can remove both of these weaknesses. These state features collapse larger state spaces without losing salient information, resulting in visualizations that are significantly easier to interpret. We evaluate our work by analyzing player data gathered from three complex games in order to understand player behavior in the presence of optional rewards, identify key moments when players figure out the solution to the puzzle, and analyze why players give up and quit. Based on our experiences with these games, we suggest general principles for designers to identify useful features of game states that lead to effective play analyses.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"1 1","pages":"69-76"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89802036","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Minstrel remixed: a reconstruction and exploration","authors":"B. Tearse","doi":"10.1145/2159365.2159403","DOIUrl":"https://doi.org/10.1145/2159365.2159403","url":null,"abstract":"Over the course of my Ph.D. research I will explore how symbolic 'creative' systems can accomplish things in interactive storytelling and games that can't be accomplished by other systems. I can broadly split content generation systems to fit into two categories: those that assemble or resequence fixed pieces of content, and those that use genetic algorithm style explorations to generate content. The former tends to be limited in what it can produce while the latter is difficult to author and direct. In exploring 'creative' systems I hope to define a new category without these difficulties or find a way of improving the output of one of the existing categories. Additionally and more generally, I seek to investigate how we can construct and then evaluate 'creative' systems.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"1 1","pages":"253-255"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88037985","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Curveship's automatic narrative style","authors":"Nick Montfort","doi":"10.1145/2159365.2159394","DOIUrl":"https://doi.org/10.1145/2159365.2159394","url":null,"abstract":"Curveship, a Python framework for developing interactive fiction (IF) with narrative style, is described. The system simulates a world with locations, characters, and objects, providing the typical facilities of an IF development system. To these it adds the ability to generate text and to change the telling of events and description of items using high-level narrative parameters, so that, for instance, different actors can be focalized and events can be told out of order. By assigning a character to be narrator or moving the narrator in time, the system can determine grammatical specifics and render the text in a new narrative style. Curveship offers those interested in narrative systems a way to experiment with changes in the narrative discourse; for interactive fiction authors and those who wish to use of the system as a component of their own, it is a way to create powerful new types of narrative experiences. The templates used for language generation in Curveship, the string-with-slots representation, shows that there is a compromise between highly flexible but extremely difficult-to-author abstract syntax representations and simple strings, which are easy to write but extremely inflexible. The development of the system has suggested ways to refine narrative theory, offering new understandings of how narrative distance can be understood as being composed of lower-level changes in narrative and how the order of events is better represented as an ordered tree than a simple sequence.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"252 1","pages":"211-218"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78853409","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Exploring adolescent's STEM learning through scaffolded game design","authors":"A. Games, L. Kane","doi":"10.1145/2159365.2159366","DOIUrl":"https://doi.org/10.1145/2159365.2159366","url":null,"abstract":"This paper presents the findings of two case studies concentrating on the learning experiences of disadvantaged middle school children participating in The Science and Art of Game Design (SAGD) and Globaloria, learning environments intended to teach skills in Science, Technology, Engineering, and Mathematics, through educational game design within informal and school-based settings.\u0000 In SAGD, youth are introduced to the STEM principles underlying modern computer games through a two-part curriculum that takes a reverse engineering approach to educational game design. It begins with Gamestar Mechanic, a web-based role-playing game that encourages students to think of games as systems made up of game-specific components and principles that are learned by playing games, repairing dysfunctional games, and creating new ones for sharing and critique in an online communities [1]. The second part encourages them to learn to use these design principles and apply them to solving of problems requiring computational thinking [2] within the design of games centered on STEM subjects using Microsoft Kodu, a Microsoft 3D game creation tool.\u0000 Globaloria is a learning environment designed for middle school classrooms where students learn STEM concepts in the process of learning to design computer games using the Adobe Flash platform. Globaloria classrooms are designed around constructionist pedagogies, and feature a project-based curriculum supported by a framework of Web 2.0 technologies, and an online community of school classrooms, educators, and professional game designers.\u0000 Using multimodal content and discourse analysis, the study examined the evolution of students' STEM learning and literacy in these two contexts, as a function of their changes in language use, design strategies, and game artifact production. Findings suggest that scaffolded game design can provide an effective context for students to develop deep understandings and engagement with STEM subjects, in forms valued within the 21st century workplace.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"61 1","pages":"1-8"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79594223","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Adaptive playware in physical games","authors":"H. Lund, A. Thorsteinsson","doi":"10.1145/2159365.2159409","DOIUrl":"https://doi.org/10.1145/2159365.2159409","url":null,"abstract":"We describe how playware and games may adapt to the interaction of the individual user. We hypothesize that in physical games there are individual differences in user interaction capabilities and styles, and that adaptive playware may adapt to the individual user's capabilities, so that the activity automatically will match the capability of the individual user. With small test groups, we investigate how different age groups and gender groups physically interact with some playware games, and find indications of differences between the groups. Despite the small test set, the results are a proof of existence of differences and of the need for adaptation, and therefore we investigate adaptation as an important issue for playware. With simple playware games, we show that the adaptation will speed the physical game up and down to find the appropriate level that matches the reaction speed of the individual player. The appropriate level will change with game/interaction complexity, and adaptation finds the appropriate level for the individual player, even in multi-player games.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"1530 1","pages":"271-273"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87830046","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Don't play me: EVE Online, new players and rhetoric","authors":"Christopher A. Paul","doi":"10.1145/2159365.2159406","DOIUrl":"https://doi.org/10.1145/2159365.2159406","url":null,"abstract":"Among successful MMOGs, EVE Online is an oddity, as it thrives in spite of a punishing learning curve. In EVE new players are assaulted with massive amounts of information and successfully making it through the first few days of play is an accomplishment. In effect, EVE instructs new players not to play it, to go back to other, easier games instead. Using rhetorical analysis, this paper analyzes the impacts of EVE's design and the discussion surrounding the game to articulate how EVE demonstrates a counterintuitive route to developing a successful, long-lasting niche game with a vibrant, committed community of players.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"12 1","pages":"262-264"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87453315","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Reactive animation and gameplay experience","authors":"C. Hash, K. Isbister","doi":"10.1145/2159365.2159428","DOIUrl":"https://doi.org/10.1145/2159365.2159428","url":null,"abstract":"Using procedural animation systems introduces different work practices and represents adoption costs for game and simulation developers, so it is helpful to uncover whether and how it adds to the end user experience. The benefit of procedural content has been assumed, but given the challenge and risks inherent with implementation, we decided to conduct a study to find out whether this assumption was merited in player response. Players rated reactive systems highly and continued to play longer with reactive systems, but gave inconclusive responses to survey items aimed at uncovering what about reactive animation improved the experience. In this paper we present results and implications for use of procedural animation.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"38 1","pages":"328-330"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81986046","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}