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Attempting to diffract in-game factions : An analysis of the lack of innovation regarding conflict-driven coalitions.

This Bachelor thesis reviews the concept of non-innovative faction groups in digital games and the cause and effect of such systems. The paper goes into detail on what diffractions are available to developers when creating a faction driven game. It also illuminates the need to be aware of consequences of small details in a big picture. It will outline what types of faction systems in games that can be argued to be outdated and repeated, and why such a thing can prove detrimental to the development of future games and to developers. The necessity of these design choices of factions will be outlined through design fundamentals regarding games, as well as through research of strategy games and how they employ factions through their semi-historical inspiration sources. The functionality of those design choices will be considered through heuristic evaluation and then determined what key components are necessary to the overall gameplay of such games. Gamemaker will also be discussed as a means of creating these systems in games and the limitations and opportunities presented by using that programming software.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:bth-16949
Date January 2018
CreatorsSürek, Kevin, Taxén, Daniel
PublisherBlekinge Tekniska Högskola, Blekinge Tekniska Högskola
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess
RelationBlekinge Institute of Technology Research report, 1103-1581

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