Analytical Perspectives in Game Design
World Author's Perspective
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Categories
Capability
Characteristics
Contexts
Environmental effects
modelling
The universe

The role of the world author is to provide the underlying paradigm that the game will operate in. The world author takes the generic things and creates a framework of objects which will define the character of the world.

The following topics are of interest to the world author. They represent the controls the world author has over the world.

Categories

Categories represent the types of things that can be in a game world. They provide templates for creating things.

Capabilities

Capabilities represent the ability, for a thing, to do something. A person (thing) can do lots of things, walk, breath, eat, ...

Characteristics !wrong page!

Characteristics describe the current state of a thing. For example, colour is a type of characteristic.

Commands

Commands are what the user enters in via a keyboard, mouse movement sensor or using voice control.

Cultural Definitions

The cultural definitions allow the program to distort the view of the Things according to a set of cultures. A culture variation can be anything from different societies to different professions, such as an engineer as opposed to a technician.

Data files

The data files are what drives the game. This section describes the data file format in detail. There is general format to the data files and some layout methods you can use to make them easier to read.

The worlds are composed of generic objects (things) that control the views and interactions within the world. If you are interested in building your own world or extending an existing world then you will need to understand and use the topics in this section.

Lexical Definitions

This is a lexical translation from things (meanings) to words. There can be many different conversions based upon language and dialect.

Modelling

There are important limitations to understand with the modelling system used. These will have major impacts on choosing the correct set of objects to model.

Syntactical Definitions

Syntactical definitions allow the construction of sentences and other syntactical constructs according to particular structural definitions.

Things

All objects within the world are represented by Things. Things are defined by their characteristics and capabilities. They are used as the foundation on which to develop the perceived view of the world presented to the player.

User Interface

Describes the prototype user interface.

Worlds

In here you can see what worlds have already been created. If you want, you should be able to build a game within a world using the components located within this section.

22/11/99

 


See also: [Role Playing Games] [Game Engine]
© 1998, 1999 Brian Yap. These pages are available under the GNU licence.