编配
计算机科学
游戏设计
人机交互
游戏设计文档
游戏开发者
电子游戏开发
电子游戏
叙述的
创造力
多模态
元游戏
多媒体
游戏开发工具
万维网
非合作博弈
同时博弈
博弈论
心理学
视觉艺术
艺术
哲学
语言学
微观经济学
音乐剧
社会心理学
经济
作者
T.C. Nicholas Graham,Irina Schumann,Mrunal Patel,Quentin Bellay,Raimund Dachselt
标识
DOI:10.1145/2470654.2470754
摘要
Players of digital games are limited by the constraints of the game's implementation. Players cannot fly a kite, plant a tree or make friends with a dragon if these activities were not coded within the game. Game orchestration relaxes these restrictions by allowing players to create game narratives and settings as the game is being played. This enables players to express their creativity beyond the strictures of the game's implementation. We present Tabula Rasa, a novel game orchestration tool based on an efficient tabletop interface. Based on a study of 20 game orchestration sessions using Tabula Rasa, we identify five behavioural patterns adopted by orchestrators, and four styles of collaborative interaction between orchestrators and players. Finally, we present recommendations for designers of game orchestration systems.
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