关于香蕉的声音——音频游戏设计的反规则

M. Urbanek, Peter Fikar, Florian Güldenpfennig
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引用次数: 5

摘要

设计音频游戏是一项复杂的挑战,不同于电子游戏设计,因为它们没有视觉输出。出于这个原因,许多研究人员构思了针对声音的特定音频游戏设计规则。在本文中,我们提供了一些音频游戏反规则的补充内容,这些规则是我们从涉及157个交互设计专业学生的音频游戏原型的广泛审查过程中整理出来的。我们将讨论为何反规则能够有效防止音频游戏设计中的常见错误。更详细地说,我们提出了11条反规则,如果遵循这些规则,可能会破坏音频游戏的用户体验。因此,本文的方法并不是说明应该做什么(经过验证的设计指南),而是告诉设计师哪些功能可能会破坏音频游戏(伪造假设或可能性,即它将是优秀且有趣的)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
About the sound of bananas — Anti rules for audio game design
Designing audio games is a complex challenge that differs from video game design as they feature no visual output. For this reason a number of researchers conceived specific audio game design rules geared towards working with sound. In this paper, we provide complementing audio game anti rules that we collated from an extensive review process involving 157 audio game prototypes by interaction design students. We argue why anti rules can be a powerful means in preventing common mistakes in audio game design. In more detail, we present eleven anti rules which when followed are likely to spoil the user experience of an audio game. Hence, the approach in this paper is not to state what should be done (verified design guidelines), but to inform the designer which features will probably ruin an audio game (falsify the hypothesis or probability that it will be good and enjoyable).
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