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Emergence in Games (Charles River Media Game Development)
 
 
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Emergence in Games (Charles River Media Game Development) [Hardcover]

Penny Sweetser (Author)

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Book Description

November 29, 2007 1584505516 978-1584505518 1
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 detailed 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 a hands-on tutorial and case study allow the reader to the put the skills and ideas presented into practice.

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Inside This Book (learn more)
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
tournament selection, close combat, wetness scenario, discoverer games, flocking demo, emergent gameplay, artificial social networks, high absolute pressure, journey through the game, emergent games, player skill development, emergent storyline, linear gameplay, scripted system, sandbox games, generative music, social emergence, emergent narrative, used flocking, mod communities, player enjoyment, maximum burning rate, occurs after the game, nearby flockmates, flocking algorithm
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Active Game World, Charles River Media, The Sims, World of Warcraft, Total War, Halloween Wars, View Sellers, Game Programming Wisdom, The Creative Assembly, Enemy Nations, Game Programming Gems, New York, Blizzard Entertainment, Valve Corporation, Batman Returns, Smart Terrain, The Elder Scrolls, Theme Hospital, Valve's Source, Ultima Online, Computing Systems, Second Life, Gameware Development, Computer Science, Game of Life
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