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By Charley Price
[Author's Bio]
Gamasutra
September 29, 2003

 




 


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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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