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 • 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 2 2 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 3 3 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 4 4 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 5 5 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 security requirements security requirements priori 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
The Proposal • Use in Use in- -game justice systems as a game justice systems as a • metaphor for just- -in in- -time time metaphor for just 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 7 7 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 8 8 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 9 9 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 10 10 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- -game game could be implemented via in 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 • open question open question 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
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