Loominary:从玩家叙述中创造有形的物品

Anne Sullivan, Joshua Mccoy, Sarah Hendricks, Brittany Williams
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引用次数: 17

摘要

虽然游戏叙述为玩家提供了一个体验故事,但玩家在每个时刻所做的决定对于游戏体验也同样重要。这些决定构成了玩家通过自己在游戏中的选择和行动所创造的个人故事。这些故事描述了玩家的体验,是玩家经常分享和复述的故事。然而,这些叙述很少被游戏捕捉到,而是依赖于玩家记忆和复述。针对这一点,我们设计了Loominary,这是一个游戏平台,使用刚性编织桌面织布机作为控制器来玩Twine游戏。这不仅提供了一种与游戏互动的新方法,而且还将玩家的每个选择记录到与游戏互动所创造的有形对象中。Loominary是一个工作原型,在本文中,我们讨论了设计考虑和改进的地方。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Loominary: Crafting Tangible Artifacts from Player Narrative
While game narrative provides a story for the player to experience, the moment-to-moment decisions made by the player are just as important to the experience. These decisions make up a personal narrative that the player creates through their choices and actions within the game. These stories describe the player's experience, and are the stories that often get shared and retold by the player. However, these narratives are rarely captured by the game and instead rely on the player to memorize and retell them. In response to this, we designed Loominary, a game platform that plays Twine games using a rigid heddle table-top loom as a controller. Not only does this provide a new method of interacting with a game, but also records each of the player's choices into a tangible object that is created by interacting with the game. Loominary is a working prototype and in this paper, we discuss the design considerations and areas for improvement.
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