射击游戏在大屏幕上的均匀与非均匀缩放

Robert J. Teather, J. Carette, Manivanna Thevathasan
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引用次数: 3

摘要

我们呈现了一项比较射击游戏中玩家表现的研究,使用了四种显示尺寸的两种不同缩放类型。第一种缩放类型使用均匀缩放,其中增加显示尺寸也会增加所有游戏内元素的大小。第二种方法采用非均匀缩放,即所有游戏内部元素保持固定大小,但游戏环境的大小会增加(或减少)。正如预期的那样,在非均匀缩放的大尺度下,游戏玩法变得更加容易。我们的结果量化了这一期望:不同的难度属性可以很好地使用线性或功率模型进行建模。我们将讨论这对维持恒定的游戏难度和用户体验的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Uniform vs. non-uniform scaling of shooter games on large displays
We present a study comparing player performance in a shooter game using two different types of scaling across four display sizes. The first scaling type used uniform scaling where increasing the display size also increased the size of all in-game elements by the same factor. The second employed non-uniform scaling where all in-game elements remained fixed in size, but the game environment increased (or decreased) in size. As expected, gameplay becomes much easier at larger scales with non-uniform scaling. Our results quantify this expectation: different difficulty attributes are very well modeled using either linear or power models. We discuss the implications this has on maintaining constant game difficulty and user experience.
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