Multiuser serious game development:  Virtual worlds vs. Game enginesLeonel Morgadoleonelm@utad.pt
//pseudocodefunction Throw(...){       animate(player1)       detachBall(player1);       moveball(to_player2);       attac...
Game elementsWorld participants
Detachable
1Access                             2                Production     3   Deployment
1                       Acesso               2Produção           3       Operacionalização
1                       Acesso               2Produção           3       Operacionalização                                ...
1                       Acesso                          Adequate graphics cards                                        Adm...
1Access             2                               Development                               professionalsProduction3    ...
1    Acesso                    22                        Development        Produção                        professionals ...
1    Acesso            Games engines (presentation and control)                        2             OLIVE2         Artifi...
1     Acesso            Games engines (presentation and control)                        2              OLIVE2             ...
1    Acesso                    22                                     Development                                      pro...
1    Acesso                    22                                     Development                                      pro...
1        Acesso                            2     Possible in many worlds (varies in degree)     Lesser resource requiremen...
1             Access             2Production                       3                      Deployment
1           Acesso           2Produção                        3            Define                                   method...
1           Acesso           2Produção                        3 3                    Operacionalização
1            Acesso            2                                   Who is each person/avatar?            Which credentials...
1           Acesso           2Produção                        3 3                    Operacionalização
1           Acesso      MULTIS           2Produção                        3 3                    Operacionalização
System architecture
Integration withmanagement, assessment,…
Thank you!Questions welcomed!leonelm@utad.pt
Multiuser serious game development: Virtual worlds vs. Game engines
Multiuser serious game development: Virtual worlds vs. Game engines
Multiuser serious game development: Virtual worlds vs. Game engines
Multiuser serious game development: Virtual worlds vs. Game engines
Multiuser serious game development: Virtual worlds vs. Game engines
Multiuser serious game development: Virtual worlds vs. Game engines
Multiuser serious game development: Virtual worlds vs. Game engines
Multiuser serious game development: Virtual worlds vs. Game engines
Multiuser serious game development: Virtual worlds vs. Game engines
Multiuser serious game development: Virtual worlds vs. Game engines
Multiuser serious game development: Virtual worlds vs. Game engines
Multiuser serious game development: Virtual worlds vs. Game engines
Multiuser serious game development: Virtual worlds vs. Game engines
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Multiuser serious game development: Virtual worlds vs. Game engines

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Presentation given at the Videojogos 2012 conference, December 14th, 2012, Lisbon, Portugal, Universidade Católica Portuguesa.

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Multiuser serious game development: Virtual worlds vs. Game engines

  1. 1. Multiuser serious game development: Virtual worlds vs. Game enginesLeonel Morgadoleonelm@utad.pt
  2. 2. //pseudocodefunction Throw(...){ animate(player1) detachBall(player1); moveball(to_player2); attachBall(player2); animate(player2);}
  3. 3. Game elementsWorld participants
  4. 4. Detachable
  5. 5. 1Access 2 Production 3 Deployment
  6. 6. 1 Acesso 2Produção 3 Operacionalização
  7. 7. 1 Acesso 2Produção 3 Operacionalização Stage3D/Molehill
  8. 8. 1 Acesso Adequate graphics cards Admin access for installation, updating… 2 Risk of operation conflicts Custom network settings and requirementsProdução No studies on vulnerabilities 3 Operacionalização Stage3D/Molehill Browser add-ons: similar problems, but rendered simpler due to widespread availability WebGL support is still limited Streaming is quite demanding on network latency
  9. 9. 1Access 2 Development professionalsProduction3 DevelopmentDeployment amateurs
  10. 10. 1 Acesso 22 Development Produção professionals 3 Development professionalsOperacionalização
  11. 11. 1 Acesso Games engines (presentation and control) 2 OLIVE2 Artificial agent engines Development Produção professionals BEcool 3 Quagents Development professionalsOperacionalização Virtual worlds
  12. 12. 1 Acesso Games engines (presentation and control) 2 OLIVE2 Most common approach for development of serious games Artificial agent engines Development User seen as a player/trainee with strict goals professionals Produção BEcool 3 Greater control over the user experience Quagents Greater flexibility of implementation Development professionals OperacionalizaçãoHigher level of required resources / investment Virtual worlds The education process is entirely predefined
  13. 13. 1 Acesso 22 Development professionals Produção Development 3 amateursOperacionalização
  14. 14. 1 Acesso 22 Development professionals Produção Development 3 amateursOperacionalização
  15. 15. 1 Acesso 2 Possible in many worlds (varies in degree) Lesser resource requirements/investment 2lows the creation and adaptation of spaces for Development professionals context and customization Produção Allows “ordering” of components fromDevelopment 3 professionals (not just full systems) amateurs Operacionalização Behaviour definition by end users is still a challenge Choreographies cannot (yet!) be shared as common content
  16. 16. 1 Access 2Production 3 Deployment
  17. 17. 1 Acesso 2Produção 3 Define methods, 3 actions, processes Operacionalização
  18. 18. 1 Acesso 2Produção 3 3 Operacionalização
  19. 19. 1 Acesso 2 Who is each person/avatar? Which credentials? Personal or organizational? Produção Private or public? If private, how to handle guests? 3 How to save & track processes and results?How can resources and componentes be distributed? 3 How to support participants and organizations? Operacionalização
  20. 20. 1 Acesso 2Produção 3 3 Operacionalização
  21. 21. 1 Acesso MULTIS 2Produção 3 3 Operacionalização
  22. 22. System architecture
  23. 23. Integration withmanagement, assessment,…
  24. 24. Thank you!Questions welcomed!leonelm@utad.pt

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