Detalhes bibliográficos
Ano de defesa: |
2021 |
Autor(a) principal: |
Mizutani, Wilson Kazuo |
Orientador(a): |
Não Informado pela instituição |
Banca de defesa: |
Não Informado pela instituição |
Tipo de documento: |
Tese
|
Tipo de acesso: |
Acesso aberto |
Idioma: |
eng |
Instituição de defesa: |
Biblioteca Digitais de Teses e Dissertações da USP
|
Programa de Pós-Graduação: |
Não Informado pela instituição
|
Departamento: |
Não Informado pela instituição
|
País: |
Não Informado pela instituição
|
Palavras-chave em Português: |
|
Link de acesso: |
https://www.teses.usp.br/teses/disponiveis/45/45134/tde-22122021-205515/
|
Resumo: |
The creative process of developing digital games alternates between modifying the game and playing it to evaluate the produced experience. However, the more technical effort is required to change the game, the longer it takes to evaluate it and the more expensive it becomes to change it. Our research focuses on a part of the creative process in games that is particularly prone to expensive technical changes: economy mechanics with self-amending rules. To minimize the cost of the changes they involve, we propose the Unlimited Rulebook, a reference architecture that guides developers when designing their game systems. We use a consolidated systematic process that traces each design decision back to the information sources that support it then evaluates the resulting reference architecture both qualitatively and empirically. The results show that, for the appropriate game genres and feature sets, the Unlimited Rulebook successfully avoids expensive retroactive changes by relying on extensibility, data-driven design, adaptive object models, and emulated predicate dispatching. |