multiuser serious game development: virtual worlds vs. game engines
DESCRIPTION
Presentation given at the Videojogos 2012 conference, December 14th, 2012, Lisbon, Portugal, Universidade Católica Portuguesa.TRANSCRIPT
Multiuser serious game development: Virtual worlds vs. Game engines
Leonel Morgado [email protected]
//pseudocode
function Throw(...)
{
animate(player1)
detachBall(player1);
moveball(to_player2);
attachBall(player2);
animate(player2);
}
Game elements
World participants
Detachable
1
Access
3
Deployment
2
Production
1 Acesso
3
Operacionalização
2
Produção
1 Acesso
3
Operacionalização
2
Produção
Stage3D/Molehill
1 Acesso
3
Operacionalização
2
Produção
Stage3D/Molehill
Browser add-ons: similar problems, but rendered simpler due to widespread availability
Adequate graphics cards
Admin access for installation, updating…
WebGL support is still limited
Risk of operation conflicts
Custom network settings and requirements
No studies on vulnerabilities
Streaming is quite demanding on network latency
1
Access
3
Deployment
2
Production
Development professionals
Development amateurs
2
Produção
2
1
Acesso
3
Operacionalização
Development professionals
Development professionals
2
Produção
2
1
Acesso
3
Operacionalização
Development professionals
Development professionals
Games engines (presentation and control)
OLIVE
Artificial agent engines
Quagents
BEcool
Virtual worlds
2
Produção
2
1
Acesso
3
Operacionalização
Development professionals
Development professionals
Games engines (presentation and control)
OLIVE
Artificial agent engines
Quagents
BEcool
Virtual worlds
Most common approach for development of serious games
User seen as a player/trainee with strict goals
Greater control over the user experience
Greater flexibility of implementation
Higher level of required resources / investment
The education process is entirely predefined
2
Produção
2
1
Acesso
3
Operacionalização
Development professionals
Development amateurs
2
Produção
2
1
Acesso
3
Operacionalização
Development professionals
Development amateurs
2
Produção
2
1
Acesso
3
Operacionalização
Development professionals
Development amateurs
Possible in many worlds (varies in degree)
Lesser resource requirements/investment
Allows the creation and adaptation of spaces for context and customization
Allows “ordering” of components from professionals (not just full systems)
Behaviour definition by end users is still a challenge
Choreographies cannot (yet!) be shared as common content
1
Access
3
Deployment
2
Production
1
Acesso
3
Operacionalização
2
Produção
3
Define methods, actions,
processes
1
Acesso
3
Operacionalização
2
Produção
3
1
Acesso
3
Operacionalização
2
Produção
3
Who is each person/avatar?
Which credentials? Personal or organizational?
Private or public? If private, how to handle guests?
How to save & track processes and results?
How can resources and componentes be distributed?
How to support participants and organizations?
1
Acesso
3
Operacionalização
2
Produção
3
1
Acesso
3
Operacionalização
2
Produção
3
MULTIS
System architecture
Integration with management, assessment,…
Thank you! Questions welcomed! [email protected]