Final published version
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper
Publication date | 1/12/2009 |
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Host publication | CGAT 09 - Computer Games, Multimedia and Allied Technology 09 - International Conference and Industry Symposium on Computer Games Animation, Multimedia, IPTV, Edutainment and IT Security |
Pages | 337-343 |
Number of pages | 7 |
<mark>Original language</mark> | English |
Event | Computer Games, Multimedia and Allied Technology 09, CGAT '09 -2nd Annual International Conference on Computer Games; Animation, Multimedia, IPTV, Edutainment and IT Security - Singapore, Singapore Duration: 11/05/2009 → 12/05/2009 |
Conference | Computer Games, Multimedia and Allied Technology 09, CGAT '09 -2nd Annual International Conference on Computer Games; Animation, Multimedia, IPTV, Edutainment and IT Security |
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Country/Territory | Singapore |
City | Singapore |
Period | 11/05/09 → 12/05/09 |
Name | CGAT 09 - Computer Games, Multimedia and Allied Technology 09 - International Conference and Industry Symposium on Computer Games Animation, Multimedia, IPTV, Edutainment and IT Security |
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Conference | Computer Games, Multimedia and Allied Technology 09, CGAT '09 -2nd Annual International Conference on Computer Games; Animation, Multimedia, IPTV, Edutainment and IT Security |
---|---|
Country/Territory | Singapore |
City | Singapore |
Period | 11/05/09 → 12/05/09 |
Most current input systems for games rely on mechanistic iconographic based interactions such as an "attack" button, in hardware or software, which encompasses the whole sequence of preparation, timing, execution, and recovery from the action. The few systems which differ mostly involve hardware analogues of physical equipment and movements. These often capture the movement of the real action but not the primary skill required; capturing secondary skills are almost never even attempted. I propose a series of software-based approaches which capture primary and secondary skills required to mirror a player's character's abilities in the player themselves. For example in the role-playing games, if the player has the skills a designer thinks a wizard or warrior would have, the player's character will be better at that class. Comparisons with existing popular systems are made and the implications of this system for cheating, bots, leveling, class selection and experience levels are discussed.