Title
FLEXIBLE RULES: A Player Oriented Board Game Development Framework
Abstract
When comparing digital board games with their traditional counterparts, it becomes clear that certain features such as graphics, mundane task automation or saving and restoring the state of the game have been greatly improved.Nonetheless, the transition to a digital environment leads to a loss of the flexibility that makes traditional board games inherently popular. While modifying aspects of the game is straight forward in traditional board games, achieving such a level of customization in the digital domain requires deep knowledge of and access to the game source code. In this paper we focus on board games and by means of an in-depth online survey we validate our previous observation, namely that enhancements should be made to digital board games by incorporating gaming facets found in the physical environment,e.g. support for flexibility by means of house rules. To this end,we introduce a conceptual model for the design of digital board games, which is supported by a set of visual programming tools to enable game development according to the principles set out by our proposed model. The set of the tools along with the underlying intuitive model comprise the FLEXIBLERULES framework, which enables and facilitates flexible and extensible game design and development.
Year
DOI
Venue
2010
10.1109/ACHI.2010.14
ACHI
Keywords
Field
DocType
game development,game source code,digital boardgames,digital domain,digital board games,board game,development framework,game isstraightforward,human-computer interaction,player oriented board game,software tools,traditional board gamesinherently,traditional board game,visual programming,flexible rules,digital environment,games,game design,flexiblerules framework,survey,player oriented board game development framework,visual programming tools,digital board game,gaming facets,computer games,source code,conceptual model,automation,human computer interaction,visualization
Graphics,Game programming,Conceptual model,Software engineering,Game mechanics,Computer science,Video game development,Simulation,Game design,Human–computer interaction,Game Developer,Personalization
Conference
ISBN
Citations 
PageRank 
978-1-4244-5693-2
1
0.40
References 
Authors
2
4
Name
Order
Citations
PageRank
Fulvio Frapolli181.60
Amos Brocco2928.62
Apostolos Malatras314215.18
Béat Hirsbrunner419124.40