Good Frustrations: The Paradoxical Pleasure of Fearing Death in DayZ

Fraser Allison, M. Carter, M. Gibbs
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引用次数: 18

Abstract

The design of modern digital games has become increasingly oriented towards providing players with positive experiences such as fun and flow, and reducing negative experiences such as frustration and anger. DayZ is one notable exception, where negative experiences are central to its design. When a player is killed in DayZ, they lose their character with all its advancement, often equivalent to weeks of play, which can be an enormously frustrating and demoralising experience. However, the majority of its players view this as a positive and attractive feature, and one of the keys to the game's appeal. In this paper, we draw on 1,704 responses to a player motivations survey to unpack the complex player experience of permanent character death and demonstrate how this moment of negative affect contributes to the positive experience of DayZ more broadly.
好的挫折:《DayZ》中害怕死亡的矛盾乐趣
现代数字游戏的设计越来越倾向于为玩家提供积极的体验,如乐趣和心流,减少消极的体验,如沮丧和愤怒。《DayZ》是一个明显的例外,消极体验是其设计的核心。当玩家在《DayZ》中被杀死时,他们便会失去自己的角色以及所有的进展,这通常相当于数周的游戏,这可能是一种非常令人沮丧和沮丧的体验。然而,大多数玩家认为这是一个积极而有吸引力的功能,也是游戏吸引力的关键之一。在本文中,我们利用1704个玩家动机调查的反馈来揭示角色永久死亡的复杂玩家体验,并展示这种消极影响如何更广泛地影响《DayZ》的积极体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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