Massive Multiplayer Online Games (MMOGs) are digital games that allow a large number of players to interact and communicate in a virtual environment. Due to the different characteristics and preferences of the individual player, he (or she) can be categorized into certain player-types with a specific motivation for playing. In the course of the game, this knowledge about the player motivation can be used to dynamically adapt the game environment. To achieve this, different parts of the game content such as objects, background story or tasks, can be changed during run-time.
The first part of this thesis presents an introduction to MMOGs, their possible classifications and their history. Furthermore ways to categorize players and to describe game content will be discussed. The programming aspect of this thesis shows the design and implementation of a middleware. The middleware logs player action and according to this categorizes the player into a certain player type. This is used for presenting user-specific game content.
Inhaltsverzeichnis (Table of Contents)
- 1 Einleitung
- 2 Einführung Massive Multiplayer Online Games
- 2.1 Klassifizierung
- 2.2 Historische Entwicklung
- 2.3 Aktuelle Marktsituation
- 3 Dynamische Anpassung von Content
- 3.1 Spielertypen
- 3.2 Game Content
- 3.3 Netzwerkarchitekturen
- 3.3.1 Client/Server
- 3.3.2 Peer-to-Peer
- 4 Entwurf und Implementierung
- 4.1 Middleware für MMOGS
- 4.2 Entwurf
- 4.2.1 Anforderungen
- 4.2.2 Architekturentwurf
- 4.3 Implementierung
- 4.3.1 Datenverwaltung
- 4.3.2 Nachrichtensystem
- 5 Evaluierung
- 5.1 Diskussion
- 5.2 Vergleich mit anderen Arbeiten
Zielsetzung und Themenschwerpunkte (Objectives and Key Themes)
This thesis explores the concept of dynamic content adaptation in Massive Multiplayer Online Games (MMOGs), aiming to enhance the player experience by tailoring the game environment to individual player motivations. The work investigates how player actions can be logged and analyzed to categorize players into different types, enabling the delivery of customized game content.
- Classification of MMOGs and player types
- Dynamic content adaptation based on player motivation
- Design and implementation of a middleware for MMOGs
- Evaluation of the middleware's effectiveness
- Comparison with existing approaches to dynamic content adaptation
Zusammenfassung der Kapitel (Chapter Summaries)
- Chapter 1: Einleitung (Introduction) This chapter provides an overview of the thesis's main objectives and outlines the key concepts that will be explored.
- Chapter 2: Einführung Massive Multiplayer Online Games (Introduction to Massive Multiplayer Online Games) This chapter introduces the concept of MMOGs, exploring their classifications, historical development, and current market situation.
- Chapter 3: Dynamische Anpassung von Content (Dynamic Content Adaptation) This chapter delves into the concept of dynamic content adaptation, discussing player types, game content, and the different network architectures used in MMOGs.
- Chapter 4: Entwurf und Implementierung (Design and Implementation) This chapter focuses on the design and implementation of a middleware specifically designed for MMOGs. It outlines the middleware's requirements, architecture, and implementation details, including data management and message systems.
- Chapter 5: Evaluierung (Evaluation) This chapter evaluates the effectiveness of the middleware, providing a discussion of its performance and comparing it to other approaches to dynamic content adaptation.
Schlüsselwörter (Keywords)
This thesis focuses on the application of dynamic content adaptation techniques to enhance the player experience in MMOGs. Key terms include digital games, computer games, video games, Massive Multiplayer Online Games, game content, middleware, player types, and network architectures. The work investigates how player actions and motivations can be used to personalize the game environment, leading to a more immersive and enjoyable experience for individual players.
- Quote paper
- Joachim Fohringer (Author), Dr. Tobias Fritsch (Author), 2006, Dynamische Contentanpassung bei Massive Multiplayer Online Games, Munich, GRIN Verlag, https://www.grin.com/document/142187