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Historicity and sociality in game de...
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Osborn, Joseph Carter.
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Historicity and sociality in game design: Adventures in ludic archaeology.
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Historicity and sociality in game design: Adventures in ludic archaeology./
作者:
Osborn, Joseph Carter.
面頁冊數:
40 p.
附註:
Source: Masters Abstracts International, Volume: 51-01.
Contained By:
Masters Abstracts International51-01(E).
標題:
Multimedia Communications. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1514156
ISBN:
9781267444219
Historicity and sociality in game design: Adventures in ludic archaeology.
Osborn, Joseph Carter.
Historicity and sociality in game design: Adventures in ludic archaeology.
- 40 p.
Source: Masters Abstracts International, Volume: 51-01.
Thesis (M.F.A.)--University of Southern California, 2012.
Vikingr is an asynchronous multiplayer social game that adapts Viking Age (700s--1000s C.E.) social practices and structures in the hopes of producing a synthetic Viking society. Players manage Viking households, sail the open seas, raid Viking and foreigner households, and develop economic and political relationships with other players to ensure their own survival and prosperity. To successfully prosecute this project, the author came to devise: a semi-formal method for adapting historical situations to interactive simulations; a set of criteria for evaluating the quality, internal consistency, and historical fidelity of such simulations; and a technique for constraining the scope of adaptation to only what is necessary for the player's enjoyment and the designer's aesthetic goals.
ISBN: 9781267444219Subjects--Topical Terms:
1057801
Multimedia Communications.
Historicity and sociality in game design: Adventures in ludic archaeology.
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Vikingr is an asynchronous multiplayer social game that adapts Viking Age (700s--1000s C.E.) social practices and structures in the hopes of producing a synthetic Viking society. Players manage Viking households, sail the open seas, raid Viking and foreigner households, and develop economic and political relationships with other players to ensure their own survival and prosperity. To successfully prosecute this project, the author came to devise: a semi-formal method for adapting historical situations to interactive simulations; a set of criteria for evaluating the quality, internal consistency, and historical fidelity of such simulations; and a technique for constraining the scope of adaptation to only what is necessary for the player's enjoyment and the designer's aesthetic goals.
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The method, MDA for Adaptation, is grounded in Hunicke, LeBlanc, and Zubek's Mechanics, Dynamics, & Aesthetics (MDA) framework (2). It comprises four steps: First, the available sources must be matched onto the elements of MDA; second, the designer must select a few primary aesthetics on which to focus their design effort; third, the actions, rules, and material reality described by the historical sources must be rephrased as game mechanics in pursuit of the chosen aesthetics; and fourth, selective simulation must be applied to balance mechanical, historical, and aesthetic fidelity with respect to each other and to the project's scope.
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Applying this method to Vikingr vastly improved development speed, the player experience, and the comprehensibility of the historical message.
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