Services in Game Worlds: A Semantic Approach to Improve Object Interaction
To increase a player’s immersion in the game world, its objects should behave as one would reasonably expect. For this, it is now becoming increasingly clear that what game objects really miss is richer semantics, not eye-catching visuals. Current games’ lack of semantics is mostly due to the difficulty of game designers to realize such complex objects. This paper proposes a solution to this problem in the form of services, characterizing classes of game objects. An example of this is the service of a vending machine, which exchanges a coin for a soda. A three-phased methodology is presented to incrementally specify and add services to game objects. This approach has been implemented and validated by means of a prototype system, which enables a simple and intuitive definition of services in an integrated environment. It is concluded that game objects aware of their services facilitate more and better object interaction, therefore improving gameplay as well.
Keywordsgame worlds services semantics object interaction
- 1.Bethesda Game Studios: The Elder Scrolls IV: Oblivion. Bethesda Softworks (2006)Google Scholar
- 2.Eden Studios: Alone in the Dark. Atari (2008)Google Scholar
- 3.Tutenel, T., Bidarra, R., Smelik, R.M., de Kraker, K.J.: The Role of Semantics in Games and Simulations. Computers in Entertainment 6(4) (2008)Google Scholar
- 4.Kallmann, M., Thalmann, D.: Modeling Objects for Interaction Tasks. In: Proceedings of the 9th Eurographics Workshop on Animation and Simulation, Lisbon, pp. 73–86 (1998)Google Scholar