A Diagnostic Taxonomy of Failure in Videogames

Batu Aytemiz, Adam M. Smith
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引用次数: 13

Abstract

Failure is integral to playing videogames, we do not have a precise terminology for discussing different categories of failure. This is a problem because certain failures are critical to the design intent of the game, and, as such, are desirable, whereas other failures detract from the play experience and are meant to be avoided. In this paper, we taxonomize several classes of failure in the player’s experience, offering a diagnostic tool that distinguishes in-loop failures from out-of-loop failures. By classifying both games and specific failure instances, the Taxonomy of Failure extends present vocabularies for: game designers making design choices, scholars critiquing the usability of games, educators teaching games, data analysts segmenting players, and game developers creating more adaptive games.
电子游戏中失败的诊断分类
失败是玩电子游戏不可或缺的一部分,我们没有一个精确的术语来讨论不同类型的失败。这是一个问题,因为某些失败对游戏的设计意图至关重要,因此是可取的,而其他失败则会损害游戏体验,应该避免。在本文中,我们对玩家体验中的几种失败进行了分类,并提供了一种诊断工具来区分循环内失败和循环外失败。通过对游戏和特定的失败实例进行分类,《失败分类法》扩展了现有的词汇:做出设计选择的游戏设计师、批评游戏可用性的学者、教授游戏的教育工作者、细分玩家的数据分析师,以及创造更具适应性的游戏的游戏开发者。
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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