“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.


Form For Virtual Library edit

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
Publisher Carleton University
Month May
Year 2013
Pages 119
Keywords Video game, sequence breaking, Use Case Map, traversal algorithm, feature interaction, tool
Topic attachments
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pdfpdf MatthewShelleyMcsThesis.pdf manage 1663.5 K 13 May 2013 - 23:02 Daniel Amyot MCS Thesis
Topic revision: r2 - 27 Oct 2013 - 15:58:55 - Daniel Amyot
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