Workflow patterns as a means to model task succession in games – a preliminary case study


Autoria(s): Kriglstein, Simone; Brown, Ross A.; Wallner, Guenter
Data(s)

01/10/2014

Resumo

Over about the last decade, people involved in game development have noted the need for more formal models and tools to support the design phase of games. It is argued that the present lack of such formal tools is currently hindering knowledge transfer among designers. Formal visual languages, on the other hand, can help to more effectively express, abstract and communicate game design concepts. Moreover, formal tools can assist in the prototyping phase, allowing designers to reason about and simulate game mechanics on an abstract level. In this paper we present an initial investigation into whether workflow patterns – which have already proven to be effective for modeling business processes – are a suitable way to model task succession in games. Our preliminary results suggest that workflow patterns show promise in this regard but some limitations, especially in regard to time constraints, currently restrict their potential.

Formato

application/pdf

Identificador

http://eprints.qut.edu.au/73990/

Publicador

Springer Verlag

Relação

http://eprints.qut.edu.au/73990/1/game-patterns-submitted.pdf

Kriglstein, Simone, Brown, Ross A., & Wallner, Guenter (2014) Workflow patterns as a means to model task succession in games – a preliminary case study. Lecture Notes in Computer Science : Proceedings of ICEC 2014, 8770, pp. 36-41.

Fonte

Institute for Future Environments; School of Information Systems; Science & Engineering Faculty

Palavras-Chave #080111 Virtual Reality and Related Simulation #080600 INFORMATION SYSTEMS #080602 Computer-Human Interaction #080603 Conceptual Modelling #Game Design #Design Tools #Workflow Patterns
Tipo

Journal Article