Research Catalog
Emergence in games
- Title
- Emergence in games / Penny Sweetser.
- Author
- Sweetser, Penny.
- Publication
- Boston, Mass. : Charles River Media, [2008], ©2008.
Items in the Library & Off-site
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1 Item
Status | Vol/Date | Format | Access | Call Number | Item Location |
---|---|---|---|---|---|
book & CD | Text | Request in advance | QA76.76.C672 S94 2008g book & CD | Off-site |
Holdings
Details
- Description
- xi, 449 pages : illustrations; 24 cm +
- Summary
- "The future direction of game development is towards more flexible, realistic, and interactive game worlds. However, current methods of game design do not allow for anything other than pre-scripted player exchanges and static objects and environments. An emergent approach to game development involves the creation of a globally designed game system that provides rules and boundaries for player interactions, rather than prescribed paths. Emergence in Games provides a foundation for applying the theory and practice of emergence in games to game design. Emergent narrative, characters and agents, and game worlds are covered, and hands-on tutorials and case studies allow the reader to the put the skills and ideas presented into practice."--BOOK JACKET.
- Series Statement
- Game development series
- Uniform Title
- Game development series (Charles River Media (Firm))
- Subjects
- Bibliography (note)
- Includes bibliographical reference (p. 431-437) and index.
- Contents
- 1. Introduction -- Emergence -- Emergent Gameplay -- Emergence in Games -- Who This Book Is For -- How This Book Is Organized -- 2. Emergence -- Complex Systems -- Complexity -- Scientific Approaches -- Chaos Theory -- Artificial Life -- Emergence -- 3. Playing Games -- Player Interaction -- The Evolution of Gameplay -- What Players Want -- Future of Gameplay -- 4. Emergence in Games -- Board Games -- Game Worlds -- Characters and Agents -- Emergent Narrative -- Social Emergence -- Developing for Emergence -- Emergent Games -- 5. Techniques for Emergence -- Linear Techniques -- Approximate Reasoning -- Machine Learning -- Complex Systems -- Artificial Life -- Choosing a Technique -- 6. Game Worlds -- Active Game Environment -- Property-Based Objects -- Emergent Game Worlds -- 7. Characters and Agents -- Sensing -- Acting -- 8. Emergent Narrative -- Narrative Structure -- Narrative Elements -- 9. Social Emergence -- Economics -- Social Structures -- Communities -- Artificial Social Networks -- 10. Conclusion -- Emergent Game Worlds -- Emergent Characters and Agents -- Emergent Narrative -- Social Emergence -- Developers -- Players -- The Future of Gameplay Is Emerging -- App. A. Bibliography -- App. B. Glossary.
- ISBN
- 9781584505518
- 1584505516
- LCCN
- 2007939355
- OCLC
- ocn166372768
- 166372768
- SCSB-5396696
- Owning Institutions
- Columbia University Libraries