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    Character-Driven Game Design

Archive for November, 2008

Workshop for NPC AI: http://dces.essex.ac.uk/staff/lucas/aignet/npcai.html. Presentation slides should appear to workshop site at some point according to report at Game AI for Developers.

Presentations seems interesting. Need to check if the presenters have published something relevant to my research.



Lies and Seductions; November 17th, 2008

We have published a new version of Lies and Seductions for Windows and OSX.



Petri Lankoski
Staffan Björk

In GDTW2008 Proceedings, Liverpool John Moores University, UK (12th – 13th Nov).

ABSTRACT

Contemporary computer and video games utilize characters in large extent. However, game research literature says only little about how to design gameplay so that it reflects characters’ personality; mainly focusing on the narration and graphical presentation of the characters.  This paper presents a character-driven game design method, which uses ideas from dramatic character design to include gameplay into the design process. Based upon previous work on NPC design and a new analysis, several design choices regarding gameplay are identified. These choices are described as gameplay design patterns and related to how specific features in a character design can support gameplay. In conjunction with the patterns, the concepts of recognition, alliance, and alignment are used to introduce the method and provide examples. The paper concludes with a discussion on how the method can affect the overall gameplay in games.

Categories and Subject Descriptors: K.8.0 [Personal Computing]: General – Games.

General Terms: Design, Human Factors.

Keywords:Gameplay design, game design, player character, non-player character.

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General; November 7th, 2008

Tim Shafer, the designer of Grim Fandango has released the design document of the game with some reflections.