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Software architecture for digital game mechanics: A systematic literature review
Entertainment Computing ( IF 2.8 ) Pub Date : 2021-03-04 , DOI: 10.1016/j.entcom.2021.100421
Wilson K. Mizutani , Vinícius K. Daros , Fabio Kon

Game mechanics, the rules that simulate the virtual world inside a game, take a great part in what makes a game unique. For digital games, this uniqueness reduces the opportunity for software reuse. A high-level software architecture for game mechanics, however, can still be reused where a single, specific implementation cannot. Despite that potential, existing research on game development lacks a comprehensive analysis of how game mechanics could benefit from the field of software architecture. This limits the opportunities for developers and researchers alike to benefit from findings on the subject. To help guide future research on game development, we analyzed the state-of-the-art architectures in game mechanics through a systematic literature review. This work carefully documents data from 36 studies, analyzing the reflections and compromises between design requirements, practices, and restrictions, as well as how they contribute to different types of mechanics. The main findings are that researchers favor reduced development complexity, but often tailor their solutions to specific games or genres. We conclude that a valuable avenue for future research in the field is the generalization of architectural solutions around specific types of mechanics and formalizing the use of software engineering for game mechanics.



中文翻译:

数字游戏机制的软件体系结构:系统文献综述

游戏机制是模拟游戏内虚拟世界的规则,在使游戏与众不同的方面发挥了很大作用。对于数字游戏中,这种独特性减少了软件重用的机会。但是,在单个特定实现无法实现的情况下,仍然可以重用用于游戏机制的高级软件体系结构。尽管具有这种潜力,但有关游戏开发的现有研究仍缺乏对游戏机制如何从软件体系结构领域中受益的全面分析。这限制了开发人员和研究人员从该主题的发现中受益的机会。为了帮助指导有关游戏开发的未来研究,我们通过系统的文献综述分析了游戏机制中的最新架构。这项工作仔细记录了36项研究的数据,分析了设计要求,实践和限制之间的相互反映和折衷,以及它们对不同类型的力学的影响。主要发现是,研究人员倾向于降低开发的复杂性,但通常针对特定游戏或体裁量身定制解决方案。我们得出结论,该领域未来研究的宝贵途径是围绕特定类型的机制进行建筑解决方案的泛化,并正式将软件工程用于游戏机制的使用。

更新日期:2021-03-31
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