动态压力循环控制:流量区以外的动态难度调节

Endoh Masanobu, Henry D. Fernández B., Koji Mikami
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引用次数: 4

摘要

难度程度是数字游戏乐趣的关键元素。如果难度设置在玩家的个人心流区域内,他们就会喜欢游戏并提高自己的技能。现有的动态难度调整(DDA)是一种将游戏难度自动控制在适当范围内的合适技术。然而,有时候当玩家意识到难度被自动修改时,他们会感到不舒服。我们设计了一种名为“动态压力循环控制”的新游戏设计理念,即使在难度超出适当范围的情况下,也能给玩家带来乐趣。我们的方法的基本思想是极大地修改难度,在流区之外增加或减少难度。我们将自己的方法与DDA相结合,并通过游戏测试进行验证。结果表明,该方法成功地为游戏添加了新的趣味元素。同时,也要展示一种游戏设计方法的存在,即使玩家在游戏过程中意识到难度的故意改变,也能让他们感到舒适。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Dynamic Pressure Cycle Control: Dynamic Diffculty Adjustment beyond the Flow Zone
The degree of difficulty is a key element of fun in digital games. Players enjoy games and improve their skills if the difficulty is set in their personal Flow Zones. The existing Dynamic Difficulty Adjustment (DDA) is a suitable technique to automatically control the difficulty within the proper range in games. However, sometimes players feel uncomfortable when they recognize that the difficulty is being modified automatically. We devised a new game design concept called "Dynamic Pressure Cycle Control," which still adds fun for players even when the difficulty exceeds the proper range. Our method's fundamental idea is to modify the difficulty extremely, increasing and decreasing it beyond the Flow Zone. We implemented our method combined with DDA and conducted experiments to verify it through playtesting. Results show that the proposed method succeeds to add a new element of fun to the game. Also, show the existence of a game design method which offers comfort to players even when they recognized the intentional change of difficulty during gameplay time.
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