Sequence Breaking 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 storyline is disrupted. That is, the predefined set of valid event sequences-events being uninterruptable units of functionality that further the game's story-is not honored. We postulate that sequence breaking most often arises through bypassing geographic barriers, cheating, and misunderstanding on the player's behalf. Here, we summarize an approach to preventing sequence breaking at run-time with the help of Use Case Maps.

Additional Metadata
Keywords Games, Narrative, Sequence Breaking, Use Case Maps
Persistent URL dx.doi.org/10.1109/NetGames.2013.6820605
Conference 2013 12th Annual Workshop on Network and Systems Support for Games, NetGames 2013
Citation
Shelley, M. (Matthew), Shi, W, & Corriveau, J. (2013). On preventing sequence breaking in video games. Presented at the 2013 12th Annual Workshop on Network and Systems Support for Games, NetGames 2013. doi:10.1109/NetGames.2013.6820605