Reactive animation and gameplay experience

C. Hash, K. Isbister
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引用次数: 1

Abstract

Using procedural animation systems introduces different work practices and represents adoption costs for game and simulation developers, so it is helpful to uncover whether and how it adds to the end user experience. The benefit of procedural content has been assumed, but given the challenge and risks inherent with implementation, we decided to conduct a study to find out whether this assumption was merited in player response. Players rated reactive systems highly and continued to play longer with reactive systems, but gave inconclusive responses to survey items aimed at uncovering what about reactive animation improved the experience. In this paper we present results and implications for use of procedural animation.
反应动画和游戏体验
使用程序动画系统会引入不同的工作实践,并代表游戏和模拟开发者的采用成本,所以它有助于揭示它是否以及如何增加最终用户体验。我们假设了程序内容的好处,但考虑到执行过程中固有的挑战和风险,我们决定进行一项研究,以确定这一假设是否值得玩家的反应。玩家对反应性系统的评价很高,并继续使用反应性系统玩得更久,但对旨在揭示反应性动画如何改善游戏体验的调查项目却给出了不确定的回应。在本文中,我们提出了使用程序动画的结果和含义。
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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