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Education

Master's
Thesis: Evolution of Interaction Schemes in Computer Role-Playing
Games
This
thesis offers a methodology for assessing and designing interaction
schemes in video games by drawing a parallel between the role played
by the computer within a given game and that of a Dungeon Master
(DM) in a pen-and-paper role-playing game (RPG). It begins by briefly
chronicling the history of RPGs and assessing key attributes required
for a DM to offer the most compelling and entertaining experience
possible to his/her players. It then examines the interaction schemes
found in various video games, ranging from Zork to Planescape:
Torment to The Sims, and assesses their qualities from
this new DM-based perspective. Finally, it offers a pseudo-interactive
proposal for an implementation of a new interaction scheme, which
builds upon both the concepts established by the games studied and
the new DM model.
The
intent of this paper is twofold. First, it seeks to provide a fresh
analytical perspective from which to view interaction schemes as
a whole. Second, it proposes new methods for building interaction
schemes in which maximum interactivity is allowed, which can in
turn lead to greater immersion, more creative problem solving, and
in the end, better games overall.
"Evolution
of Interaction Schemes in Computer Role-Playing Games"
by Charley Price. Complete Text, 34 Pages, Word Document Format.
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