Game Development Reference
In-Depth Information
For each choice, the player can uncover few more tags for a small point fee
(in our experiments, where the original tag count per choice was 5, the players might
uncover 3 more tags). These tags are drawn from the input corpus and may eventually
help the player in solving of the question. However, by requesting for more tags, he
also expresses his confusion with the current state of the question, which can be taken
into consideration in the tag support value changes after the question was answered.
Besides it has value for the tag validation process, the tag buying contributes
to the playability of the game as is decreases the danger that the player might get
distracted after encountering several “hard” questions. With more tags, his chances
to answer the question correctly increase. To further assure this effect, the last of the
additional tags the player can request for a single choice is drawn from the correctly
or near-correctly assigned tags belonging to the music track the choice belongs to.
This way we aid the player by introducing quality tags to him.
The city metaphor and traveling through graph
A game session of the CityLights is a sequence of music questions as described
above (along with the minor features of tag buying and explicit tag rule-out ). This
sequence however, is graphically represented by a graph—a city with a square-based
grid, where crossroads represent individual questions in Fig. 6.1 . As player answers
the questions, he travels through the graph as a metaphor of the street-walking.
The metaphor has no particular effect on the game mechanics (except the fact
that the player may encounter several “incorrect” choices, resp. crossroads multiple
times), however, it helps to encapsulate the game's purpose and gives the game
a little background story. This story is also emphasized by the overall visual design
of the CityLights that evokes a city in the night.
6.1.4 Realization of the CityLights
The method (resp. its realization) consists of a game part and an analysis part. The
game part is a web-based application, in which the player plays the game (with
all the features described above). The product of the game part are the game logs
containing all the relevant information needed for tag validation: the overall game
setup, questions and choices, player guesses, tag purchases, rule-outs, etc.
The analysis part consumes the logs and process them to produce tag validity
indications through modification and evaluation of the support value. Moreover, it
feedbacks the game part with the information onwhich tags/tracks should be excluded
from further playing (e.g. they have been validated), or which should be played more
often (e.g. are close to be validated).
In the sections above, we have described the principles and situations of changing
of the support value of the tags assigned to multimedia resources. In this section, we
describe them once again in a more rigorous manner.
For the tag evaluation process through the support value, we have identified several
parameters that can influence the outcome (correctness and “labor effectiveness”)
 
Search WWH ::




Custom Search