Measuring how game feel is influenced by the player avatar's acceleration and deceleration: using a 2D platformer to describe players' perception of controls in videogames

G. Dahl, M. Kraus
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引用次数: 7

Abstract

The feel of videogames is important, but not very well understood. Game feel is an integral part of game design and can be defined as the moment-to-moment sensation of control in games. It is important for game designers to understand when a game feels a certain way, since it is something that the player is constantly experiencing. There is a need of a better understanding of why certain games feel like they do, such as which parameters can be used to make a game feeling a particular way. This paper sets out to investigate what words players use to describe the feel of games, as well as what kind of parameters yield these descriptive words. This is attempted by using a 2D platforming game in which the response of the player avatar's motion is modulated. Between each round, players were asked to describe their perceived feel of controlling the avatar. The majority used basic words to describe the feel of the game, such as 'heavy', 'slow', 'responsive' and 'realistic'. While some participants were quite sensitive to small changes, others expressed that they couldn't feel any differences. Even though all participants agreed that the feel of games is essential, there appears to be a lack of agreement on how to describe specific game feels. Further research is needed to investigate the influence of other factors, such as game genre, graphics, sounds, level design and player attention.
衡量玩家角色的加速和减速对游戏感觉的影响:使用2D平台游戏来描述玩家对电子游戏控制的感知
电子游戏的感觉很重要,但却没有得到很好的理解。游戏感觉是游戏设计的重要组成部分,可以定义为游戏中时时刻刻的控制感。对于游戏设计师来说,理解游戏何时产生某种感觉是很重要的,因为这是玩家不断体验的东西。我们需要更好地理解为何某些游戏会呈现出这种感觉,例如哪些参数能够让游戏呈现出特定的感觉。本文旨在调查玩家用来描述游戏感觉的词语,以及产生这些描述性词语的参数类型。这是通过使用一个2D平台游戏来实现的,在这个游戏中,玩家角色的动作反应是被调整的。在每个回合之间,玩家被要求描述他们对控制角色的感觉。大多数人使用基本的词汇来描述游戏的感觉,如“沉重”、“缓慢”、“反应迅速”和“逼真”。虽然一些参与者对微小的变化相当敏感,但其他人表示他们感觉不到任何差异。尽管所有参与者都同意游戏的感觉是必不可少的,但对于如何描述特定的游戏感觉却缺乏共识。我们需要进一步研究其他因素的影响,如游戏类型、图像、声音、关卡设计和玩家注意力。
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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