Abstract
Casual and other games often serve as time-killing applications, be it on the commuter train or in the back seat of a shared car. When one arrives at the destination, the game has to be interrupted or aborted, which is annoying or even frustrating. Hence, we propose to continuously adapt the game’s level of difficulty to the estimated remaining time to arrival. This can be preset as a number of minutes or can continuously be estimated from the player’s position in relation to a predefined destination. Our dungeon-style prototype is based on an automated engine for content placement and can also make use of GPS data. We report on preliminary results from user tests.
The original version of this chapter was revised: The copyright line was incorrect. This has been corrected. The Erratum to this chapter is available at DOI: 10.1007/978-3-642-02315-6_30
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© 2009 ICST Institute for Computer Science, Social Informatics and Telecommunications Engineering
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von Öhsen, A., Loviscach, J. (2009). Dead on Arrival: Adapting Games to Finish at a Given Time or Location. In: Nijholt, A., Reidsma, D., Hondorp, H. (eds) Intelligent Technologies for Interactive Entertainment. INTETAIN 2009. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 9. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-02315-6_21
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DOI: https://doi.org/10.1007/978-3-642-02315-6_21
Publisher Name: Springer, Berlin, Heidelberg
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