Flavor text generation for role-playing video games

2022 ◽  
Author(s):  
Judith van Stegeren
2021 ◽  
Author(s):  
◽  
Huayu Liu

<p>Tabletop role-playing games (TRPGs) have more than 40 years of history and have achieved far-reaching influence, especially in countries where English is the primary language. However, even though many new games appear every year, TRPGs still does not occupy a dominant position in the game market. Most gamers prefer video games and board games to TRPG. The aim of this project is to use qualitative analysis to investigate which parts of TRPG design prohibit players from engaging with TRPGs and then to create a novel TRPG that addresses these design problems. This project will combine newly formulated design elements into a game designed to attract new players and ensure that player engagement is sustained in subsequent play. The project focuses on the example of China, where many people play video games and board games, but few know about or play TRPGs. Therefore, this research will mainly study the gaming behaviour and feedback of Chinese participants to study what methods can attract Chinese players to TRPGs.</p>


Author(s):  
Martin van Velsen

Besides the visual splendor pervasive in the current generation of digital video games, especially those where players roam simulated landscapes and imaginary worlds, few efforts have looked at the resources available to embed human meaning into a game's experience. From the art of persuasion to the mechanics of meaning-making in digital video games and table-top role playing games, this chapter investigates the changes and new opportunities available that can extend our understanding of digital rhetoric. Starting with a breakdown of the role of choice, workable models from psychology and the untapped body of knowledge from table-top role playing games are shown to allow game designers to enrich their products with a deeper human experience.


Author(s):  
Miguel A. Garcia-Ruiz ◽  
Miguel Vargas Martin ◽  
Patrik Olsson

It appears that child pornography distribution and child abuses on the Internet have permeated to massively multiplayer online role-playing video games (MMORPG) and 3D social networks, such as Second Life (SL), a compelling online virtual world where millions of users have registered. Although SL is intended for general entertainment in its adult (over 18) version, cases of simulated pedophilia have been reported inside SL’s virtual world, generated by some of its users, employing SL communication capabilities to trade and show child pornography images to exchange related text messages. This chapter provides a literature review on child pornography in MMORPGs and other 3D social networks including SL, as well as policy and network approaches for overcoming child abuse. A review on ethical and legal issues of dealing with child pornography and other types of child abuse in 3D social networks and MMORPGs is also addressed in this chapter.


2020 ◽  
pp. 112-149
Author(s):  
Christopher B. Patterson

This chapter compares narratives of digital utopia against the turgid material process of factory labor in Asia. It begins by exploring how role-playing video games like Mass Effect, Dragon Age, Guild Wars 2, and others shore up evidence for digital utopia by enacting its values of liberal tolerance, freedom, and egalitarianism within a virtual realm. Yet played erotically, role playing offers new connections between the empire and its Asian provinces through playing a role, an act characteristic of the power positions of sexual role play (domination and subjugation). Using Michel Foucault’s theories of ars erotica and aphrodisia, this chapter argues that role playing bounds the gamelike, the queer, and the erotic, as all develop rule-based fantasy worlds with hierarchized avatars or roles. Role play can make explicit the transnational power differentials that function as digital utopia’s conditions of possibility.


Author(s):  
Sinem Siyahhan ◽  
Adam A. Ingram-Goble ◽  
Sasha Barab ◽  
Maria Solomou

In this paper, the authors argue that video games offer unique and pervasive opportunities for children to develop social dispositions that are necessary to succeed in the 21st century. To this end, they discuss the design of TavCats—a virtual role-playing game that aimed to engage children (ages 9 to 13) in understanding, acting upon, and coming to value being caring and compassionate. The authors' discussion takes the form of a design narrative through which they explain the connections between their theoretical commitments and design decisions. Specifically, they review four design elements they utilized in their design work: identity claims, boundary objects, profession trajectories, and cyclic gameplay. The authors briefly share their observations from a pilot study with children in an afterschool setting to illustrate how their design work might be realized in the world. They conclude their paper with a discussion of the implications of their work for designing educational video games for supporting social dispositions as well as academic learning, and future directions.


2008 ◽  
Vol 11 (4) ◽  
pp. 515-518 ◽  
Author(s):  
Melissa L. Lewis ◽  
René Weber ◽  
Nicholas David Bowman
Keyword(s):  

2010 ◽  
Vol 22 (1) ◽  
pp. 147-165 ◽  
Author(s):  
Minako O’Hagan

Since their humble beginnings, video games have undergone huge technological advances, becoming a significant global industry today and highlighting the role played by translation and localization. Despite the continuing localization activities undertaken in the industry, translation studies (TS) have not paid much attention to video games as a research domain. Drawing on the author’s previous work on the Japanese Role Playing Game (RPG) Final Fantasy titles, this paper attempts to demonstrate the ample research scope that this domain presents for TS scholars. In particular, it discusses the unique localization model used by Final Fantasy’s Japanese publisher, illustrating how the games’ new digital platform allows the (re)creation of a new gameplaying pleasure directly through the localization process itself. In this model, the original game merely sets off a chain of improvements through localization. In turn, understanding the different pleasures drawn from different localized versions of games will contribute useful insights into emerging games research.


2019 ◽  
Vol 2 (1) ◽  
Author(s):  
Hendi Hermawan ◽  
Hari Setiyani

<p><em>There are many genres found in video games, one of which is role-playing games (RPGs). Roguelike was originally a type of RPG subgenre whose game was based on a risk-aware pattern. The Roguelike game is synonymous with games that require players to play efficiently in order to minimize the risk of losing game progress. This research is in the form of making a Roguelike game by implementing the A-star algorithm to search for the shortest path in the process of chasing enemies against player characters. Overall, this final assignment research is carried out by applying a prototype system development model. The results of this study are able to prove that using the A-star algorithm is one of the right methods for the shortest search in the process of chasing enemies against player characters.</em></p><p><strong><em>Keywords</em></strong><em>: </em><em>A-star, Roguelike, unity</em><em></em></p>


Author(s):  
Russell Stockard Jr.

An increasingly important area of gender and information technology is that of Internet, computer, and video games. Besides women increasingly playing conventional entertainment-oriented or role-playing games, there are a number of pertinent developments in gaming. They are adver-games, casual games, games for change or “serious” games, and games aimed at women and/or developed by women. Computer and video games are a significant area of interest for a number of reasons. In the United States, games generate substantially more annual revenue than motion picture exhibition, totalling over $11 billion for three consecutive years from 2002 to 2004 (Hollywood Game Daemon, 2004; Traiman, 2005). Research by the Entertainment Software Association indicates that: half of all Americans play computer and video games, with women making up the second largest (demographic) group of gamers. Games are steadily becoming a dominant way that people spend their leisure time, often stealing time away from traditional media, like television. (Games for change mentioned at NYC Council Hearing, 2005) In addition, games often reinforce traditional gender roles (Cassells & Jenkins, 2000) and reproduce negative racial and ethnic stereotypes, even as male players comfortably assume female identities (Baker, 2002). As greater numbers of consumers spend time gaming, the advertising industry has taken notice and is following the population into the game world with advertising. The game enthusiasts comprise a desirable target, freely spending on games and other products. Gamers spend an estimated $700 a year per capita on games (Gamers are spending 700 dollars a year, 2005).


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