电子游戏中数据驱动的多维提示设计方法

H. Wauck, W. Fu
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引用次数: 8

摘要

提示系统的设计是为了调整电子游戏的难度以适应个体玩家,但它们的设计往往没有分析玩家的行为,缺乏智能和适应性,导致提示在最好的情况下是无效的,在最坏的情况下会损害玩家的体验。我们提出了一种侧重于玩家体验而非性能的提示设计方法。我们让25名参与者玩一款困难的空间益智游戏,并收集玩家行为、人口统计数据和自我报告的玩家体验指标。我们发现更多探索性行为能够改善玩家体验,所以我们设计了三种类型的提示去鼓励这种行为:自适应,自动和随需应变。我们发现,无论提示是否改变了他们的行为,某些玩家都认为提示更有帮助,玩家似乎更喜欢看到比自适应和自动条件更少的提示。我们的发现有助于更深入地了解提示设计策略及其对玩家行为和体验的影响,并为互动系统设计师提供实用建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Data-Driven, Multidimensional Approach to Hint Design in Video Games
Hint systems are designed to adjust a video game's difficulty to suit the individual player, but too often they are designed without analyzing player behavior and lack intelligence and adaptability, resulting in hints that are at best ineffective and at worst hurt player experience. We present an alternative approach to hint design focusing on player experience rather than performance. We had 25 participants play a difficult spatial puzzle game and collected player behavior, demographics, and self-reported player experience measures. We found that more exploratory behavior improved player experience, so we designed three types of hints encouraging this behavior: adaptive, automatic, and on-demand. We found that certain players found hints more helpful regardless of whether the hints changed their behavior, and players seemed to prefer seeing fewer hints than the adaptive and automatic conditions gave them. Our findings contribute a deeper empirical understanding of hint design strategies and their effect on player behavior and experience, with practical recommendations for designers of interactive systems.
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