《魔兽世界》统计系统:进化和休闲化

A. Domínguez, Daniel Vallés-Blanco, Luis de-Marcos, Juan Aguado-Delgado, Sergio Caro-Alvaro
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引用次数: 0

摘要

自《魔兽世界》发行以来,它一直是一款拥有更多市场用户的MMORPG游戏,在此期间,它以多种方式发展。其中一个变化更大的方面是角色状态系统,这是游戏的基本组成部分。通过研究它,我们可以学到很多关于游戏进化的知识。有些玩家认为这款游戏已经开始吸引更多休闲玩家。在本研究中,我们将通过扩展分析《魔兽世界》角色属性系统的发展,同时试图确定这些变化是否促进了游戏的休闲化。对于游戏设计师和游戏研究人员来说,研究结果可能很有趣,因为它可以作为历史上最重要的电脑游戏之一的长期演变的例子。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
World of Warcraft Stats System: Evolution and Casualization
Since World of Warcraft release, it has remained as the MMORPG with more subscribers of the market, and during that time, it has evolved in diverse ways. One of the aspects that have suffered more changes is its character stats system, which is an elemental part of this game. By studying it, we can learn much about the game evolution. Some players feel that the game has evolved to appeal to more casual audiences. In this study, we will analyze the development of World of Warcraft character stats system through the expansions while trying to determine if these changes have promoted the casualization of the game. Study results could be inter-esting for game designers and game researchers as an example of the long-term evolution of one of the most important computer games in history.
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