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9781584505518

Emergence in Games

by
  • ISBN13:

    9781584505518

  • ISBN10:

    1584505516

  • Edition: CD
  • Format: Hardcover
  • Copyright: 2007-11-29
  • Publisher: Cengage Learning
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List Price: $49.99

Summary

The future direction of game development is towards more flexible, realistic, and interactive game worlds. However, current methods of game design do not allow for anything other than pre-scripted player exchanges and static objects and environments. An emergent approach to game development involves the creation of a globally designed game system that provides rules and boundaries for player interactions, rather than prescribed paths. Emergence in Games provides a detailed foundation for applying the theory and practice of emergence in games to game design. Emergent narrative, characters and agents, and game worlds are covered and a hands-on tutorial and case study allow the reader to the put the skills and ideas presented into practice.

Author Biography

Dr. Penny Sweetser began working for The Creative Assembly, Australia in 2005 where she worked as a designer on Medieval II Total War and Medieval II Total War Kingdoms

Table of Contents

Acknowledgmentsp. ix
About the Authorp. xi
Introductionp. 1
Emergencep. 2
Emergent Gameplayp. 3
Emergence in Gamesp. 5
Who This Book Is Forp. 15
How This Book Is Organizedp. 15
Emergencep. 19
Complex Systemsp. 20
Complexityp. 28
Scientific Approachesp. 29
Chaos Theoryp. 32
Artificial Lifep. 35
Emergencep. 39
Summaryp. 41
Additional Readingp. 41
Class Exercisesp. 42
Playing Gamesp. 43
Player Interactionp. 43
The Evolution of Gameplayp. 54
What Players Wantp. 64
Future of Gameplayp. 74
Summaryp. 77
Class Exercisesp. 77
Emergence in Gamesp. 79
Board Gamesp. 80
Game Worldsp. 83
Characters and Agentsp. 88
Emergent Narrativep. 94
Social Emergencep. 102
Developing for Emergencep. 108
Emergent Gamesp. 112
Summaryp. 113
Class Exercisesp. 114
Techniques for Emergencep. 117
Linear Techniquesp. 118
Approximate Reasoningp. 126
Machine Learningp. 132
Complex Systemsp. 144
Artificial Lifep. 149
Choosing a Techniquep. 163
Summaryp. 165
Class Exercisesp. 167
Game Worldsp. 169
Active Game Environmentp. 170
Property-Based Objectsp. 201
Emergent Game Worldsp. 227
Summaryp. 231
Class Exercisesp. 232
Characters and Agentsp. 233
Sensingp. 234
Actingp. 242
Summaryp. 304
Class Exercisesp. 306
Emergent Narrativep. 307
Narrative Structurep. 308
Narrative Elementsp. 312
Summaryp. 354
Class Exercisesp. 355
Social Emergencep. 357
Economiesp. 358
Social Structuresp. 384
Communitiesp. 396
Artificial Social Networksp. 400
Summaryp. 407
Class Exercisesp. 408
Conclusionp. 411
Emergent Game Worldsp. 412
Emergent Characters and Agentsp. 413
Emergent Narrativep. 414
Social Emergencep. 416
Developersp. 417
Playersp. 417
The Future of Gameplay Is Emergingp. 419
Bibliographyp. 421
Glossaryp. 431
Indexp. 439
Table of Contents provided by Ingram. All Rights Reserved.

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