“Sequence Breaking” is a type of feature interaction conflict that exists in video games where the player gains access to a portion of a game that should be inaccessible. In such instances, a game’s subsuming feature—its storyline—is disrupted, as the predefined set of valid event sequences—events being uninterruptable units of functionality that further the game’s story—is not honoured, as per the game designers’ intentions. We postulate that sequence breaking often arises through bypassing geographic barriers, cheating, and misunderstanding on the player’s behalf.
Throughout this dissertation, we present an approach to preventing sequence breaking at run-time with the help of Use Case Maps. We create a “narrative manager” and traversal algorithm to monitor the player’s narrative progress and check the legality of attempted event calls. We verify our solution through test cases and show its feasibility through a game, concluding that our solution is sufficient and feasible.
| Title || On the Feasibility of using Use Case Maps for the Prevention of Sequence Breaking in Video Games |
| Authors || Matthew Shelley |
| Type || Thesis |
| Conference/Journal Title || Master of Computer Science |
| Volume/Number || |
| Editors || |
| Publisher || Carleton University |
| Month || May |
| Year || 2013 |
| Pages || 119 |
| DOI || |
| Keywords || Video game, sequence breaking, Use Case Map, traversal algorithm, feature interaction, tool |