{"title":"A metric for automatically flagging problem levels in games from prototype walkthrough data","authors":"M. Birk, C. Lürig, R. Mandryk","doi":"10.1145/2818187.2818281","DOIUrl":null,"url":null,"abstract":"Playtesting early and often is important for all game developers, but especially for the growing number of indie teams producing commercial games; however, playtesting game prototypes remains an expensive and time-consuming process. In this paper, we present a new game metric, automatically generated from prototype walkthrough data, which flags problematic levels so that developers know where to invest their effort in fixing the game. Created during the development of the commercial game Angus Hates Aliens, in collaboration with indie developer Team Stendec, our death-related problem level likelihood indicator (DPLI) is interpretable and actionable, i.e., it easily allowed the developer to know where to fix the game levels. Finally, DPLI correlated to enjoyment ratings for the game levels, suggesting that it was a good indicator of problems in the context of our prototype evaluation.","PeriodicalId":243393,"journal":{"name":"Proceedings of the 19th International Academic Mindtrek Conference","volume":"28 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 19th International Academic Mindtrek Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2818187.2818281","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3
Abstract
Playtesting early and often is important for all game developers, but especially for the growing number of indie teams producing commercial games; however, playtesting game prototypes remains an expensive and time-consuming process. In this paper, we present a new game metric, automatically generated from prototype walkthrough data, which flags problematic levels so that developers know where to invest their effort in fixing the game. Created during the development of the commercial game Angus Hates Aliens, in collaboration with indie developer Team Stendec, our death-related problem level likelihood indicator (DPLI) is interpretable and actionable, i.e., it easily allowed the developer to know where to fix the game levels. Finally, DPLI correlated to enjoyment ratings for the game levels, suggesting that it was a good indicator of problems in the context of our prototype evaluation.
对所有游戏开发者来说,尽早且频繁地进行游戏测试非常重要,尤其是对于越来越多制作商业游戏的独立团队;然而,测试游戏原型仍然是一个昂贵且耗时的过程。在本文中,我们提出了一个新的游戏指标,它是根据原型攻关数据自动生成的,它可以标记出有问题的关卡,这样开发者就知道应该在哪里投入精力来修复游戏。在商业游戏《Angus hate Aliens》的开发过程中,我们与独立开发者Team Stendec合作创建了死亡相关问题关卡可能性指示器(DPLI),它是可解释且可操作的,也就是说,它可以让开发者轻松地知道在哪里修复游戏关卡。最后,DPLI与游戏关卡的乐趣评级相关,这表明它是我们原型评估环境中问题的良好指示器。