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The Role of Cloud Networks - Literature review Example

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The paper "The Role of Cloud Networks" states the utilization of cloud networks with its application to Freeform Gameplay. We will try to virtualize live freeform gameplays via the cloud network. This will therefore depend on the understanding of the current freeform gameplays…
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The Role of Cloud Networks
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? Contents Section Introduction 2 1The Project 2 1.1Project Key Words 2 1.2Freeform Gameplay 2 1.3Project Goal 2 1.4Project Context 3 1.5Project Objectives 3 1.1.6Techniques for Realization 3 1.1.7Report Structure 3 Section 2: The Contextual Review 4 2.1 Market Research 4 2.1.1 Categorization of Gameplay Elements 4 2.1.2 Game Comparisons 4 2.1.3 Comparison Analysis 4 2.2 Market Surveys 5 2.2.1 Target Audience 5 2.2.2 Survey Approach 5 2.2.3 Questionnaire 5 2.2.4 Survey Results 5 Section 3: Project Planning 6 3.1 Design Blueprints 6 3.1.1 Design Approach 6 3.1.2 Design Document 6 3.1.3 Production Planning 7 3.1.4 Testing Plan 7 3.1.5 Evaluation Plan 7 Section 4: Conclusion 8 Section 5: Reference 9 CLOUD NETWORK MANAGEMENT Section 1: Introduction 1.1 The Project This project will focus on the utilization of cloud networks with its application to Freeform Gameplay. We will try to virtualize live freeform gameplays via the cloud network. This will therefore depend on the understanding of the current freeform gameplays. 1.1.1 Project Key Words The key areas that this project scope will cover are the freeform gameplays, cloud networks, and intertwining these two elements to come up with an idea that is unique. 1.1.2 Freeform Gameplay Freeform gameplays are role playing games which use informal rule sets, emphasize costume and theatricality, and typically involve numerous players within a common setting. (Hughes, J., 1991). They typically involve about a hundred users who come together to play the game. They include Table Top role-playing game, Theatre-style live action role-playing game (LARP). They are made when a group of people meets within a central area. Examples of virtual freeform games include; GTA, Master-Ninja, and Call of Duty. 1.1.3 Project Goal Must people meet within a central place in order to have a role-playing game? The goal of this project is to eliminate this physical factor. So how do we still get these people to enjoy their hobbies? This is achievable via cloud networks. So we will demonstrate the position of cloud networks play within the Information technology sector. (Darklorden C., 2008). We will focus on its unique application within the freeform gameplays among other settings. We will examine strategies that adequately manage them in order to achieve efficient operation within the various services requiring cloud network. 1.1.4 Project Context The project will focus on the context of cloud networks within the freeform gameplays. How to apply them. Its setbacks and benefits 1.1.5 Project Objectives The objectives will be To focus on the role of cloud networks To determine their mode of operation To demonstrate its benefits in relation to the freeform 1.1.6 Techniques for Realization We will use research methodologies to meet the goals. A breakdown of this strategy will be, determination of market potential, conceptualization of implementation plan, and to ensure its operation. 1.1.7 Report Structure This report will mention the cloud networks, build its unique relationship with freeforms gameplays. Its principles of operations. The benefits we get on utilization of cloud networks, and how to handle them. Section 2: The Contextual Review 2.1 Market Research This segment focuses on the market possibilities of this project idea. Its prospected market will typically be within Australia, North America and Europe where real play freeform games have roots. (Morton B., 2007). They have a habit of live freeform plays that go way back to the 1970s. Basing on their passion, we will exploit this market when we conceptualize freeform gameplays within cloud network 2.1.1 Categorization of Gameplay Elements The elements will fall in the following categories; the actual characters, the scene setting, the rules of the game, and gaming incentives. 2.1.2 Game Comparisons The game comparisons will focus on different settings and scenes that are entertaining. The adventure games have an intense hankering as they create suspense. Examples include GTA. We like the action games because of their thrill. An example of an action freeform game is Master Ninja. 2.1.3 Comparison Analysis The table below shows the listing of the various gameplays. (Moore M. E., Novak. J., 2010) Freeform Gameplay Market preference Adventure games High Action games Moderate Fun games Moderate 2.2 Market Surveys We will do market studies to establish the most suitable freeform game to implement. Statistics show that internet based surveys will provide a suitable representation of the market scenario. We can do text surveys though they will be a little bit expensive to implement. 2.2.1 Target Audience The target audience will be the middle age group to the lower age group. These are the addicts of most games and so they will appreciate and use the games. 2.2.2 Survey Approach We may do online survey to determine users with preference for gameplays. A survey method can even give possibilities of gameplays to make. 2.2.3 Questionnaire The questionnaire will focus on the main data aspects required for the freeform gameplay. Sample data to be asked include; the game type most preferred, the duration users play the games, marketization aspects of the game and what games that users may request for that do not exist. 2.2.4 Survey Results The results will influence the project direction. It will affect the game type to implement. It will provide a strategy for income generation of game. That is, whether from direct sales or through advertisement. Advertisement is the best option as it relies on the presence of a large number of users that are present in cloud networks Summary of market surveys Market survey method Effect Internet surveys Highly effective Questionnaire distribution Moderately effective Section 3: Project Planning 3.1 Design Blueprints The blueprints of this project will focus on the key principles in game development. These are system design, content design, game writing, level design, network design, user interface design and audio design. (Adams, E., Rollings, A., 2003). We should keep in mind how all these principles intertwine with each other. 3.1.1 Design Approach The approach will focus on decentralized creation of the components outlined in the blueprint. The usual approach is to start with an existing game concept or a previously completed game, and from there we develop a game design. (Adams, E., Rollings, A., 2003). This document will map out the game design and acts as a central resource for the development team 3.1.2 Design Document The developer team creates and edits this highly detailed design document. The video game industry will use it. The document describes the content of the game, which in this case is adventure games. (Bethke, Erik. 2003). The structure defines the target audience and level design, the story characters and the user interface. If we focus on adventure games, then an enthralling story with uncluttered user interface is crucial. 3.1.3 Production Planning With a finished design document that has outlined the gameplay, we move to production planning. Here, we focus on the costs and development scheduled. (Oxland, Kevin. 2009). We address resources too. Having established a feasible production plan will translate to success in the development of the gameplay 3.1.4 Testing Plan This will enumerate the functionality of the game. We will use a full functional test paradigm as it efficiently analyses the system adequately. Testing models can take different forms. We can use simulation, live user testing or sampling testing. The budget in place will constraint the testing methodology. It is essential to verify that the gameplays are available within the cloud networks. Thus, we should use a testing paradigm that will analyse the game performance within the cloud network. 3.1.5 Evaluation Plan The evaluation plan will assess the overall success of the project. It will involve a short term plan, and a long term evaluation plan. The short term will address the performance within few years of operation. It will provide updates for the periodic maintenance of the gameplays within the cloud network. The long term plans will address the changes in user tastes and preferences within the industry. It is logical that people’s taste change over time. Thus, this plan will predict the behaviour patterns and so adjust future propositions of the gameplays. Section 4: Conclusion Live free gameplays were the past. Virtual freeform games are the future. (Chatfield, T. Fun Inc., 2005). They will shape the gaming industry in a drastic way. This project outlines how to implement them in a cloud network. It is here where people meet virtually nowadays. With this setting, we can create all the components required. The setting, the gamers, and the gaming incentives should be outlined. Indeed, it is on demand, and if approached in a systematic way, then it would translate to a significant business investment. Proper and efficient planning of the cloud freeform gameplays requires expertise which businesses should consider at project commencement. The overall goal should be to convince people that through clouds, they can get to enjoy their hobbies. Section 5: Reference Hughes, J 1991, New Directions in Australian Roleplaying, Roleplaying Forum. Darklorden, C 2008. “Freeform Roleplay”. Ayenee.com. Calista, A 2007, Role Player’s Creed, Http://www.maginechat.com. Morton, B 2007, Larps and their Cousins through the Ages, Lifelike, Knudepunkt. Olmstead-Dean, G 1998, Theatre Style Live Role Playing Events, LARP Writing.org Adams, E, Rollings, A 2003, Andrew Rollings and Ernest Adams on game design, New Riders Publishing. ISBN 1-59273-001-9. Bethke, E 2003, Game Development and Production. Wordware publishing, Inc. ISBN 1-55622-951-8, Texas. Moore M. E., Novak. J 2010, Game Industry Career Guide. Delmar. Cengage Learning, ISBN 978-1-4283-7647-2. Oxland, K 2009, Gameplay and design. Addison Wesley. ISBN 0-321-20467-0. Chatfield, T, Fun I, 2005, Why Gaming Will Dominate the Twenty-First Century, Pegasus, London. Ahn, L, V, Dabbish, L 2008, Designing games with a purpose. Communications of the ACM 51, 8, 58-67. Read More
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