Game Mechanics and Dynamics of Social Actions in a Prototype Multiplayer Game World


Eladhari Mirjam
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

This paper describes the social actions called ‘affective actions’ that are implemented in the prototype multiplayer game world The Pataphysic Institute (PI). An aim of this paper is to demonstrate how a game mechanic can result in a certain set of dynamics or play patterns. Affective actions are but one feature of the many that make up the game world of PI. In this paper, the feature is used as a vertical slice into the game design. The aim is to, by using this slice, show the founding the principles of the game, the play tests that informed the design, as well as the play patterns that were observed as they emerged in a series of game mastered play–test sessions.

 

Emotional Attachments for Story Construction in Virtual Game Worlds


Eladhari Mirjam Palosaari
2009 DiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory

In the virtual game world prototype World of Minds that uses the Mind Module, a semi-autonomous agent architec- ture, the notion of sentiments, or emotional attachments be- tween objects, is what constitutes the deep structure in the game world. In this paper a play test is presented where sen- timents are instantiated in three different ways; randomly, by choice of the player and through interaction. The test indicates that the sentiments that are instantiated through interaction between entities in the world are those that cre- ate meaning for they players of a quality that would be use- ful for the co-creation of narrative potential in virtual game worlds.

 

Expressive AI: Games and Artificial Intelligence



2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up

In recent years, as dramatic increases in graphic sophistication began yielding diminishing returns, the technical focus in game design has been turning towards Artificial Intelligence (AI). While game AI might be considered a “purely technical” phenomenon not of interest to game designers and theorists, this paper argues that AI-based art and entertainment constitutes a new interdisciplinary agenda linking games studies, design practice, and technical research. I call this new interdisciplinary agenda expressive AI.