初学者 发表于 2025-3-28 14:46:20
Highlight the Path Not Taken to Add Replay Value to Digital Storytelling Gamese. However, it is after delivering the consequences that they get a chance to reflect upon them. Through ‘actions’ and ‘inactions’, feelings of regret are created within the player, which makes them want to replay the game. Based on the Psychology of regret, this study tests the possibility of conve讨好美人 发表于 2025-3-28 19:21:44
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A Plan-Based Formal Model of Character Regretportant emotion for interactive stories. While linear narratives allow audiences to empathize with and understand characters through their feelings of regret, an interactive context allows participants to feel regret about their own actions and influence on events. A formal model of regret will allo向下五度才偏 发表于 2025-3-29 08:24:45
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http://reply.papertrans.cn/48/4706/470541/470541_46.pngRinne-Test 发表于 2025-3-29 18:10:13
A Quantified Analysis of , for Story Sifting Interfacesime by two human performers taking on two roles: a . and an .. This paper offers a quantified analysis of eighty-one playthroughs of ., identifying common patterns that were frequently used by the story sifting . to unearth narratively salient content buried in the simulation to reveal to the player杀人 发表于 2025-3-29 21:17:50
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http://reply.papertrans.cn/48/4706/470541/470541_49.pngAsymptomatic 发表于 2025-3-30 04:17:32
Monster Power. Rebel Heart. Gay Sword.ces [.]. Yet recent independent TRPGs have moved beyond cues that queer play is merely tolerated and instead integrate ludonarrative structures that actively encourage queer interactions. Drawing from queer game scholarship and discussions by queer game designers, this article uses the idea of the ‘