DocumentCode :
2174819
Title :
On preventing Sequence Breaking in video games
Author :
Shelley, Matthew ; Wei Shi ; Corriveau, Jean-Pierre
Author_Institution :
Carleton, Ottawa, ON, Canada
fYear :
2013
fDate :
9-10 Dec. 2013
Firstpage :
1
Lastpage :
2
Abstract :
Sequence Breaking exists in video games where the player gains access to a portion of a game that should be inaccessible. In such instances, a game´s storyline is disrupted. That is, the predefined set of valid event sequences-events being uninterruptable units of functionality that further the game´s story-is not honored. We postulate that sequence breaking most often arises through bypassing geographic barriers, cheating, and misunderstanding on the player´s behalf. Here, we summarize an approach to preventing sequence breaking at run-time with the help of Use Case Maps.
Keywords :
computer games; bypassing geographic barrier; case maps; cheating; event sequences; game storyline; sequence breaking; uninterruptable units; video games; Abstracts; Algorithm design and analysis; Educational institutions; Games; Law; Proposals; Games; Narrative; Sequence Breaking; Use Case Maps;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Network and Systems Support for Games (NetGames), 2013 12th Annual Workshop on
Conference_Location :
Denver, CO, USA
Type :
conf
DOI :
10.1109/NetGames.2013.6820605
Filename :
6820605
Link To Document :
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