GameNet and GameSage: Videogame Discovery as Design Insight


Ryan James Kaltman Eric Hong Timothy Isbister Katherine Mateas Michael Wardrip-Fruin Noah
2016 DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG

The immense proliferation of videogames over the course of recent decades has yielded a discoverability problem that has largely been unaddressed. Though this problem affects all videogame stakeholders, we limit our concerns herein to the particular context of game designers seeking prior work that could inform their own ideas or works in progress. Specifically, we present a tool suite that solicits text about a user’s idea for a game to generate an explorable listing of the existing games most related to that abstract idea. From a study in which 182 game-design students used these tools to find games related to their own, we observe a demonstrated utility exceeding that of the current state of the art, which is the coordinated usage of assorted web resources. More broadly, this paper provides the first articulation of videogame discovery as an emerging application area.

 

A Lightweight Videogame Dialogue Manager


Ryan James Mateas Michael Wardrip-Fruin Noah
2016 DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG

We present a fully procedural alternative to branching dialogue that is influenced by theories from linguistic pragmatics and technical work in the field of dialogue systems. Specifically, this is a dialogue manager that extends the Talk of the Town framework, in which non-player characters (NPCs) develop and propagate subjective knowledge of the gameworld. While previously knowledge exchange in this framework could only be expressed symbolically, such exchanges may now be rendered as naturalistic conversations between characters. The larger conversation engine currently lacks a player interface, so in this paper we demonstrate our dialogue manager through conversations between NPCs. From an evaluation task, we find that our system produces conversations that flow far more naturally than randomly assembled ones. As a design objective, we have endeavored to make this dialogue manager lightweight and agnostic to its particular application in Talk of the Town; it is our hope that interested readers will consider porting its straightforward design to their own game engines.