• DocumentCode
    2174819
  • Title

    On preventing Sequence Breaking in video games

  • Author

    Shelley, Matthew ; Wei Shi ; Corriveau, Jean-Pierre

  • Author_Institution
    Carleton, Ottawa, ON, Canada
  • fYear
    2013
  • fDate
    9-10 Dec. 2013
  • Firstpage
    1
  • Lastpage
    2
  • Abstract
    Sequence Breaking exists in video games where the player gains access to a portion of a game that should be inaccessible. In such instances, a game´s storyline is disrupted. That is, the predefined set of valid event sequences-events being uninterruptable units of functionality that further the game´s story-is not honored. We postulate that sequence breaking most often arises through bypassing geographic barriers, cheating, and misunderstanding on the player´s behalf. Here, we summarize an approach to preventing sequence breaking at run-time with the help of Use Case Maps.
  • Keywords
    computer games; bypassing geographic barrier; case maps; cheating; event sequences; game storyline; sequence breaking; uninterruptable units; video games; Abstracts; Algorithm design and analysis; Educational institutions; Games; Law; Proposals; Games; Narrative; Sequence Breaking; Use Case Maps;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Network and Systems Support for Games (NetGames), 2013 12th Annual Workshop on
  • Conference_Location
    Denver, CO, USA
  • Type

    conf

  • DOI
    10.1109/NetGames.2013.6820605
  • Filename
    6820605