Proceedings of the 6th International Conference on Foundations of Digital Games 2011
DOI: 10.1145/2159365.2159372
|View full text |Cite
|
Sign up to set email alerts
|

Guidelines for personalizing the player experience in computer role-playing games

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

0
4
0

Year Published

2012
2012
2024
2024

Publication Types

Select...
4
2
1

Relationship

0
7

Authors

Journals

citations
Cited by 9 publications
(4 citation statements)
references
References 7 publications
0
4
0
Order By: Relevance
“…For example, the player will walk repeatedly into the same inn, talk to the same vendors and receive the same dialog choices every time. Most interactions are not yet personalized according to the player's appearance, race, class, or quest results [Vanhatupa 2011]. Exceptions to this rule tend to be labor-intensive since they usually rely on scripting, and thus require additional design and QA effort to anticipate potential player choices.…”
Section: Introductionmentioning
confidence: 99%
“…For example, the player will walk repeatedly into the same inn, talk to the same vendors and receive the same dialog choices every time. Most interactions are not yet personalized according to the player's appearance, race, class, or quest results [Vanhatupa 2011]. Exceptions to this rule tend to be labor-intensive since they usually rely on scripting, and thus require additional design and QA effort to anticipate potential player choices.…”
Section: Introductionmentioning
confidence: 99%
“…A representation of game levels is described in Park and Park [61] in terms of event/state/action graphs in order to minimize design anomalies while Vanhatupa [62] presents guidelines for RPG games. Thong [63] investigates effectiveness of role-playing videogames as a learning experience emphasizing storyline and characters;…”
Section: Design For Affective Ludologymentioning
confidence: 99%
“…This is a problem, when considering replayability [22]. As the replayability value of a (story oriented) game can be increased by storyline variations based on player behavior [29], similarly variations in technology trees on different times a game is run make the game more interesting and replayable. Having such variable technology trees is, however, extremely rare.…”
Section: Rigiditymentioning
confidence: 99%