Game Development Reference
In-Depth Information
Task distribution
Player challenges
Player capability driven
Data (ontology) driven
Social experience
Task-value driven
Task difficulty
Self-challenge
Greedy
Equally complex tasks
Competition
Random
Discovery
Gradually complex tasks
Purpose
encapsulation
Low
Offline player mutual agreement
High
Online player mutual agreement
Bootstrapping
Restrictive rules
Automatic approximative
Automated exact
Mutual player supervision
Helper artifacts
Anomalous behavior detection
Validation of
player output
Anti-cheating
measures
A posteriori cheating detection
Fig. 7.1 Six design dimensions of semantics acquisition games. Each axis represents one design
dimension. The values on the axes represent different types of solutions (design patterns) that SAGs
feature to solve issues that dimensions represent. SAGs sometimes use more than one types of
solutions
as standards by SAGs. Almost each SAG (when differences in purposes are counted)
represents an unique combination of the design patterns and features. Overall the
“design space” represents a system of trade-offs that balance the amount technical,
artistic and marketing work of designers at one side and cold start problems, vul-
nerability to malicious player behavior, attraction, retention and game output quality
and quantity on the other side.
Some of the design dimensions represent critical problems which must be over-
came by each SAG (using one of the patterns), other merely adjust the final output
of the game. As critical, we could consider validation of player output (which must
be done in order to properly score the player), the anti-cheating measures (which
must deal with all threats the game rules impose) and player challenges (from which
at least one must be present in the game). Satisfaction of these is a requirement for
a successful SAG. On the other hand, using a random task distribution or low purpose
encapsulation , won't necessarily disable the whole game concept, but may seriously
decrease the quality and quantity of game's output. At the same time, the existing
SAGs can always be polished along these dimensions (e.g. SAG randomly assigning
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