By Kim J.L. Nevelsteen
This booklet scrutinizes pervasive video games from a technological point of view, targeting the sub-domain of video games that fulfill the standards that they utilize digital video game parts. within the laptop online game undefined, using a online game engine to construct video games is usual, yet present online game engines don't help pervasive video games. because the machine online game is already wealthy with online game engines, this ebook investigates: (i) if a online game engine should be repurposed to level pervasive video games; (ii) if gains describing a would-be pervasive video game engine may be pointed out; (iii) utilizing these positive factors, if an structure be present in a similar ‘product line’ as an latest engine and that may be prolonged to degree pervasive video games (iv) and, eventually, if there any demanding situations and open matters that stay.
The method of answering those questions is twofold. First, a survey of pervasive video games is performed, accumulating technical info and distilling an element function set that allows pervasive video games. moment, one of those online game engine is selected as candidate within the comparable product line as a would-be pervasive video game engine, helping as a lot of the characteristic set as attainable. The structure is prolonged to help the total characteristic set and used to degree a pervasive video game referred to as Codename: Heroes, validating the structure, highlighting positive factors of specific value and picking any open concerns. the belief of this publication can also be twofold: the ensuing characteristic set is established to coincide with the definition of pervasive video games and similar paintings. And secondly, a digital global engine is chosen as candidate within the related product line as a would-be pervasive video game engine. Codename: Heroes was once effectively carried out, reaping some great benefits of utilizing the chosen engine; improvement time was once low, spanning quite a few months. Codename: Heroes was once staged two times, with out balance concerns or down time.
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Additional resources for A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games
Game Creator offered an external interface that allowed it to function as a service-oriented architecture. And, Waern, Bichard, et al. (2008) state Interference to be the “first game in IPerG that implements a complete and yet semi-automatic game engine”. Transhumance supports game master intervention through communication only, and game mastering is problematic because it is difficult to technically monitor all nodes in a decentralized distributed system. , 2009), but no use of game mastering or orchestration was mentioned.
2003). , 2004). , 2008). Given a scripting language that is sufficiently rich, it is possible to code autonomous NPCs with varying degrees of capabilities. , 2008). , 2000). Although Magerkurth et al. (2004) stated that “there is room for both human and AI [automated] controlled NPCs even in the same game”, the STARS platform didn’t support autonomous NPCs. , 2004). An environment that can be reconfigured, authored and scripted, might be sufficiently powerful to support simulation. , 2007). , 2002); and, Game Creator, used in Interference (Jonsson & Waern, 2008).
Steed, A. (2004). Orchestrating a mixed reality game ’on the ground’. In Proceedings of the SIGCHI conference on human factors in computing systems (pp. 391–398). CHI ’04. Vienna, Austria: ACM. , & Sutko, D. M. ). (2009a). Digital cityscapes. USA: Peter Lang. , & Sutko, D. M. (2009b). Digital cityscapes. (Chap. Merging Digital and Urban Playspaces: An introduction to the Field, pp. 1–20). USA: Peter Lang. , & Martin, L. (2008). Transhumance: a platform on a mobile ad hoc network challenging collaborative gaming.
A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games by Kim J.L. Nevelsteen