Requirements in Conflict Player vs. Designer vs. Cheater David - - PowerPoint PPT Presentation
Requirements in Conflict Player vs. Designer vs. Cheater David - - PowerPoint PPT Presentation
Requirements in Conflict Player vs. Designer vs. Cheater David Callele David Callele Eric Neufeld Eric Neufeld Kevin Schneider Kevin Schneider {callele, eric, kas}@cs.usask.ca {callele, eric, kas}@cs.usask.ca Stakeholder Diversity
David Callele et al., RE2008 David Callele et al., RE2008 2 2
- Dept. of Computer Science, U of S
- Dept. of Computer Science, U of S
Stakeholder Diversity
- Producers
Producers
- Designer, Developer, Publisher,
Designer, Developer, Publisher, Distributor, Vendor Distributor, Vendor
- Financier, Marketer, Media, After
Financier, Marketer, Media, After-
- market
market Suppliers, Regulator, Society Suppliers, Regulator, Society
- Consumers
Consumers
- Game players
Game players
- Player
Player vs.
- vs. Game (PvG)
Game (PvG)
- • Player
Player vs.
- vs. Player (PvP)
Player (PvP)
David Callele et al., RE2008 David Callele et al., RE2008 3 3
- Dept. of Computer Science, U of S
- Dept. of Computer Science, U of S
Producer Requirements
- Game Design and Implementation
Game Design and Implementation
- Gameplay (emotional) experience
Gameplay (emotional) experience
- Financial success
Financial success
- Security
Security
- Artistic vision
Artistic vision
- IP protection
IP protection
- Integrity of gameplay experience
Integrity of gameplay experience
- Positive player experience
Positive player experience
David Callele et al., RE2008 David Callele et al., RE2008 4 4
- Dept. of Computer Science, U of S
- Dept. of Computer Science, U of S
Consumer Requirements
- Emotional experience (fun, escape,
Emotional experience (fun, escape, accomplishment) accomplishment)
- Value for my money
Value for my money
- Some control over the gameplay
Some control over the gameplay experience experience
- Give me at least
Give me at least some some choices! choices!
- Self
Self-
- validation
validation
David Callele et al., RE2008 David Callele et al., RE2008 5 5
- Dept. of Computer Science, U of S
- Dept. of Computer Science, U of S
The Problem
- No game is perfectly designed
No game is perfectly designed
- Player feels betrayed
Player feels betrayed
- Puzzles too hard / easy
Puzzles too hard / easy
- Gameplay is repetitive / boring / takes
Gameplay is repetitive / boring / takes too long too long
- Can't play just the fun parts
Can't play just the fun parts
- Can't fix the bad parts
Can't fix the bad parts
David Callele et al., RE2008 David Callele et al., RE2008 6 6
- Dept. of Computer Science, U of S
- Dept. of Computer Science, U of S
Conflict: Who has Control?
- Constructive stakeholders
Constructive stakeholders
- Work to improve a (flawed) experience
Work to improve a (flawed) experience
- Destructive stakeholders
Destructive stakeholders
- Work to interfere with the gameplay experience
Work to interfere with the gameplay experience
- Cheat: the game, other players
Cheat: the game, other players
- Destructive infrastructure attacks
Destructive infrastructure attacks
- Disruptive gameplay (a.k.a.
Disruptive gameplay (a.k.a. griefing) griefing)
- • Security threats anticipated by
Security threats anticipated by a a priori priori security requirements security requirements
David Callele et al., RE2008 David Callele et al., RE2008 7 7
- Dept. of Computer Science, U of S
- Dept. of Computer Science, U of S
The Proposal
- Use in
Use in-
- game justice systems as a
game justice systems as a metaphor for just metaphor for just-
- in
in-
- time
time requirements negotiation requirements negotiation
- Gameplay requirements
Gameplay requirements ↔ ↔ Laws Laws
- Justice systems
Justice systems
- Authority
Authority
- Penalty
Penalty
- Enforcement
Enforcement
- Recidivism
Recidivism
David Callele et al., RE2008 David Callele et al., RE2008 8 8
- Dept. of Computer Science, U of S
- Dept. of Computer Science, U of S
Prior Experience
- Administrative Control
Administrative Control
- Developer acts as judiciary
Developer acts as judiciary
- Player Control
Player Control
- Usually, with assistance of developer
Usually, with assistance of developer
- A Tale In The Desert
A Tale In The Desert
- Player Classing
Player Classing
- Players for virtual world (PvG)
Players for virtual world (PvG)
- • Players for combat (PvP)
Players for combat (PvP)
David Callele et al., RE2008 David Callele et al., RE2008 9 9
- Dept. of Computer Science, U of S
- Dept. of Computer Science, U of S
Discussion
- Dynamic RE techniques for
Dynamic RE techniques for
- Eliciting and capturing requirements
Eliciting and capturing requirements
- Translating requirements into laws
Translating requirements into laws
- Translating laws into gameplay
Translating laws into gameplay
- A priori vs Runtime requirements
A priori vs Runtime requirements
- Is it possible?
Is it possible?
- Can we handle the repercussions?
Can we handle the repercussions?
- Is it worth it?
Is it worth it?
David Callele et al., RE2008 David Callele et al., RE2008 10 10
- Dept. of Computer Science, U of S
- Dept. of Computer Science, U of S
Extension to Other Areas
- Is the concept applicable to other
Is the concept applicable to other areas? areas?
- In what manner?
In what manner?
- Are specific techniques applicable?
Are specific techniques applicable?
David Callele et al., RE2008 David Callele et al., RE2008 11 11
- Dept. of Computer Science, U of S
- Dept. of Computer Science, U of S
Conclusions
- Realtime requirements negotiation
Realtime requirements negotiation could be implemented via in could be implemented via in-
- game
game justice systems justice systems
- Transition from concept to
Transition from concept to implementation is difficult implementation is difficult
- Extensibility to other domains is still an
Extensibility to other domains is still an
- pen question
- pen question