DOI: 10.5176/978-981-08-3190-5_CGAT18

Authors: Paul Dempster


Most current input systems for games rely on mechanistic iconographic based interactions such as an "attack" button, in hardware or software, which encompasses the whole sequence of preparation, timing, execution, and recovery from the action. The few systems which differ mostly involve hardware analogues of physical equipment and movements. These often capture the movement of the real action but not the primary skill required; capturing secondary skills are almost never even attempted. I propose a series of software-based approaches which capture primary and secondary skills required to mirror a player's character’s abilities in the player themselves. For example in the role-playing games, if the player has the skills a designer thinks a wizard or warrior would have, the player’s character will be better at that class. Comparisons with existing popular systems are made and the implications of this system for cheating, bots, leveling, class selection and experience levels are discussed.

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