This paper investigates issues of character believability and intelligent personalization through a reading of the Elder Scrolls: Oblivion. Oblivion’s opening sequence simultaneously trains players in the function of the game, and allows them to customize their character class through the choices and actions they take. Oblivion makes an ambitious attempt at intelligent personalization in the character creation process. Its strategy is to track early gameplay decisions and “stereotype” players into one of 21 possible classes. This approach has two advantages over a less adaptive system. First, it supports the illusion of the game world as a real world by embedding the process of character creation within a narrativised game-play context. S...
This paper examines avatar creation and identification in videogames by exploring how players projec...
This paper examines avatar creation and identification in videogames by exploring how players projec...
The term ‘immersion’ is used frequently by professional video game developers (in both the entertain...
This paper investigates issues of character believability and intelligent personalization through a ...
Descriptions of humans require several qualities for people to experience them as believable: human ...
In our work we choose to focus on the study of how an existing CRPG already allows to account for NP...
Over the last few decades there has been immense growth in the video game industry, and we have seen...
NPCs are in many games the foundation on which it operates. NPCs create the illusion of inhabitants ...
Game researchers and designers both know that a key element of making a game enjoyable is for the pl...
Game researchers and designers both know that a key element of making a game enjoyable is for the pl...
In this study I propose a design approach for character-based games. In order to develop a design me...
In this paper, we introduce the theory of trait Emotional Intelligence ('trait EI') as a personality...
Excerpt from Introduction In 1982, Bothered About Dungeons & Dragons (BADD) was created. BADD was a ...
Role-playing is both an important part of cultural learning (Hallford and Hallford 2001 pp231-236), ...
The narrative potential of video games extends beyond thematic retellings and branching paths of aut...
This paper examines avatar creation and identification in videogames by exploring how players projec...
This paper examines avatar creation and identification in videogames by exploring how players projec...
The term ‘immersion’ is used frequently by professional video game developers (in both the entertain...
This paper investigates issues of character believability and intelligent personalization through a ...
Descriptions of humans require several qualities for people to experience them as believable: human ...
In our work we choose to focus on the study of how an existing CRPG already allows to account for NP...
Over the last few decades there has been immense growth in the video game industry, and we have seen...
NPCs are in many games the foundation on which it operates. NPCs create the illusion of inhabitants ...
Game researchers and designers both know that a key element of making a game enjoyable is for the pl...
Game researchers and designers both know that a key element of making a game enjoyable is for the pl...
In this study I propose a design approach for character-based games. In order to develop a design me...
In this paper, we introduce the theory of trait Emotional Intelligence ('trait EI') as a personality...
Excerpt from Introduction In 1982, Bothered About Dungeons & Dragons (BADD) was created. BADD was a ...
Role-playing is both an important part of cultural learning (Hallford and Hallford 2001 pp231-236), ...
The narrative potential of video games extends beyond thematic retellings and branching paths of aut...
This paper examines avatar creation and identification in videogames by exploring how players projec...
This paper examines avatar creation and identification in videogames by exploring how players projec...
The term ‘immersion’ is used frequently by professional video game developers (in both the entertain...