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Computer Game – Case Study 1

Computer Game – Case Study 1. SNU EE 오종환. "This is the future of videogames." The New York Times Arts Section, June 7, 2005 "Facade takes character to a new depth... trying to push the boundaries of both gaming and AI" Newsweek, Oct. 17,2005, and Oct. 3, 2005 int'l edition

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Computer Game – Case Study 1

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  1. Computer Game – Case Study 1 SNUEE 오종환

  2. "This is the future of videogames." The New York Times Arts Section, June 7, 2005 "Facade takes character to a new depth... trying to push the boundaries of both gaming and AI" Newsweek, Oct. 17,2005, and Oct. 3, 2005 int'l edition "A genre-defining leap forward in artificial intelligence" The Boston Phoenix, July 2005 "a bold move forward in portraying the emotional lives of digital characters" Edge Magazine (UK), Internet Game of the Month, October 2005

  3. Overview Developer Procedural Arts Designers Michael Mateas, Andrew Stern Platform(s) PC, Macintosh Release date(s) 5 July 2005 Genre(s) Interactive Drama, Interactive Fiction Mode(s) Single player Media Digital distribution, CD-ROM System requirements Windows XP, 2000 or ME, 1.6GHz or higher, 1.0GB hdd, 256MB memory; Mac OS X v10.3 or higher, 2.5GH G4 or G5, 210MB Disk Space, 512MB memory

  4. Technics • Natural language processing • simulation of human interaction • Flat-shaded 3D Graphics • Artificial intelligence routines • Fully procedural facial expressions. Implemented in C++ using OpenGL.

  5. Interactive storytelling • Interactive storytelling is a form of computer entertainment in which players take on the role of a protagonist in a dramatic storyline. The term was coined by Chris Crawford, a main proponent and developer. • Interactive storytelling and interactive fiction are distinct in that interactive storytelling focuses on drama and dynamic circumstances, whereas interactive fiction traditionally (but not necessarily) focuses on puzzle-solving and navigating through pre-conceived circumstances. Well-written examples of both should be nonlinear.

  6. Game play • Conversation • 스토리를 이어나가는 가장 중요한 요소 • Characters: sound / player: typing • Move • Arrow keys • Actions • Mouse click • 물건집기, 버튼누르기 • Kiss, Hug, Comfort

  7. Characters • 대학 졸업 후 결혼한 10년차 부부 • 다양한 갈등요소가 존재 • Trip • Cocktail 만들기를 좋아함 • 자신의 과거를 부끄러워함 • Business trip을 자주 다님 • Grace • 아버지에 대한 불만 • Artist가 되고 싶었지만 광고 회사에서 일함 • Player • 둘의 오랜 친구 • 남/여 선택

  8. Story • Random 요소 존재 • 시작할 때의 대화, 걸려오는 전화 • 특정 keyword 존재 • Drink, marriage, divorce, parents, etc. • 진행에 방해가 되는 요소 제거 • 특정 단어 filtering • 상황에 맞지 않는 행동

  9. ASHLEYor therapy? TRIP Why?  ASHLEY therapy.  TRIP Ah!  GRACE Th -- uhh... therapy?  uhh... you think we need therapy?  TRIP Huh!  ASHLEY yes  GRACE Yes?  TRIP Ah, thank you, just saying that helps us... 

  10. TRIP You think I'm a phony for despising my upbringing... GRACE But at least you had a real upbringing, it's me who had a fake one... GRACEAnyhow, Trip's parents... They're sweet people, really down to earth --  TRIP Uhh, no, they're ignorant, they wouldn't know what a cumberbund from a cucumber. 

  11. TRIP I've been having an affair. GRACE Oh my God. TRIP It's over now, though. GRACE But how could you -- TRIP (big sigh) with the client, in, uh, Barcelona. GRACE Maria. TRIP I was lonely, Grace. TRIP But, but, I -- I regret it, I really, really regret it.

  12. Endings • 집에서 쫓겨남 • 이혼을 작정하고 한 사람이 밖으로 나감 • 서로 화해함 • More than endings..

  13. Interactive Storytelling • Dynamic Narrative • Limited Options • Not real-time <역전재판>, 2001, CAPCOM

  14. Chatterbot • No Narratives • No endings • Real-time response • Various options 맥스, 1994 A.L.I.C.E 2004

  15. Epilogue • Incomplete recognition • Yes or no questions • Keyword • Technical problems • OS support, Freezings, etc. • Language • 발전 가능성 • Voice recognition • The project “PARTY”

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