Graph of Game Worlds

Author:

Zhu Meng1,Wang Alf Inge2,Guo Hong1,Trætteberg Hallvard1

Affiliation:

1. Norwegian University of Science and Technology, Department of Computer and Information Science, Trondheim, Norway

2. Norwegian University of Science and Technology, Information and Computer Science; University of California, Irvine, Institute for Software Research, Trondheim, Norway

Abstract

Software architectures of video games have evolved radically over the past decade. Researchers and practitioners have proposed architectural patterns such as stand-alone configuration, peer-to-peer, client server and hybrid, and some of them have successfully been used in commercial game titles. A conceptual framework for game architectures—Game Worlds Graph (GWG)—is presented in this paper for three purposes: 1) classifying existing architectures, 2) communicating and sense-making of game architectures, and 3) exploring and discovering future game architectures. The framework is based on the Game World and the World Connector concepts, which reveal some essential characteristics of game architectures—thus can be more descriptive and informative than existing taxonomies.

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Science Applications

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