collection of building blocks, the variations in
arrangements that can be made are endless. Thus,
the flexibility of adjusting a training scenario is
returned to the instructor. In the following sections,
this paper will discuss this approach in more detail,
and an application example will be presented.
2 PREVIOUS WORK
This section discusses current authoring methods.
These methods can be divided into two categories;
environment authoring and causality authoring. In
environment authoring, the editing environment is
similar to the game world; it provides the user with a
view of the environment which is comparable to the
world as it is presented to the player. In causality
authoring, the instructor operates in a distinctly
different environment than the game world, such as
an abstract graph-based editor.
In environment authoring, the instructor can
directly influence the game’s environment. The
instructor can place assets (objects, characters,
triggers, markers, etc) and move them around. By
placing a number of these assets, and assigning
certain properties to them, the instructor can
influence the course of the scenario. A real world
example of environment authoring is a child playing
in a sandbox: he builds an environment with perhaps
buildings or foliage, places a handful of characters
and then ‘runs’ the scenario. Environment authoring
offers the instructor direct control over specific
assets in a game environment. Thus, it offers the
instructor great and precise power. However, it also
requires the instructor to directly influence the game
world, thus requiring the instructor to have a decent
amount of knowledge about the game world. The
instructor is required to know about game
development concepts such as placing and moving
objects around in a virtual 3D world, using triggers,
materials, etc.
Examples of authoring applications that use
environment editing are UnrealEd, the level editor of
the Unreal 3 engine; and e-Adventure (Moreno-Ger,
Martinez-Ortiz et al. 2005) (Moreno-Ger, Blesius et
al. 2007). UnrealEd was developed by and for
professional game developers, and is as such very
powerful, but also very complex. When using e-
Adventure, on the other hand, creating a game in e-
Adventure is made easier for the instructor by
allowing him to author and execute a game without
any background in programming. The instructor can
author game scenarios and add content to them, such
as objects, characters and conversations. The
authoring application focuses on supporting those
tasks that are specific to the educational domain.
Among these are assessment and adaptation: the
need to track and evaluate the activity of the trainee
and the need to adapt the behaviour of the game to
fit different ranges of trainees, respectively. A
noteworthy feature of e-Adventure is the possibility
to link to other sources of information, to be
accessible during the game.
The functionality offered by e-Adventure is too
limited to be suited for professional game
developers; only one type of game can be created,
that game has to follow certain specific guidelines
and there are little options for customizing the game.
At the same time, the actions required to create a
game using e-Adventure are too detailed to be suited
for non-professional game developers. The user has
to concern himself with technical issues such as
foreground masks, layers, inventory item icons, etc.
Aside from causing the creation process of a game to
take an unnecessarily long time, these options are
overwhelming to a didactic expert with no game
development experience.
The second authoring method is called causality
authoring. This method lets the instructor edit the
causality processes of a scenario, usually by
presenting a graph metaphor. Using this authoring
method, authors can specify causalities such as
‘when the user opens that box, he will receive this
object’. Editing a graph is easier than editing a game
environment, since it requires less technical
knowledge of the author.
Examples of authoring applications that use
causality authoring are Unreal 3’s Kismet editor,
Scribe (Medler and Magerko, 2006), Façade (Mateas
and Stern, 2000), (Mateas and Stern, 2003), Scenejo
(Weiss, Muller et al., 2005), (Spierling, Weiss et al.,
2006), Art-E-Fact (Iurgel, 2004) and SAVEace
(Holm, Stauder et al., 2002). For a discussion on the
strengths and weaknesses of these applications, see
(Van Est, 2010).
Limitations in current authoring methods
provided by game development tools are found to be
Authoring requires knowledge of gaming
concepts
Authoring requires too much work
Authoring systems are designed non-
generically
Authoring systems offer unfriendly user
interfaces
Graphs can become too complex
One disadvantage of all current authoring methods is
that none of them offers a generic solution; no
standalone tool exists that allows scenario authoring
to function with any other game development tool.
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