可视化和理解玩家在电子游戏中的行为:发现模式并支持聚合和比较

Dinara Moura, M. S. El-Nasr, C. Shaw
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引用次数: 53

摘要

随着电子游戏变得越来越流行,人们迫切需要能够支持分析和理解玩家在游戏环境中的行为的程序。这些数据可以让游戏和关卡设计师了解游戏设计中需要修正或改进的问题。通过记录电子游戏中用户发起的事件,分析师可以获得关于玩家在游戏中的行为的详尽信息。然而,由于必须处理的数据量,可视化这些数据是一项具有挑战性的任务;深刻理解游戏和玩家在游戏中可能采取的行动的必要性,以及对玩家想要回答的问题的深刻理解;必须对数据进行计算;以及当前分析工具的局限性和/或复杂性。在本文中,我们提出了一个新的可视化系统,该系统允许分析人员构建可视化并与遥测数据交互,从而有效地识别模式和识别游戏设计问题。除了系统本身,我们还提出了一种新的方法来可视化玩家的行为,这是迄今为止还没有被探索过的。例如,我们的系统不是使用热图来可视化单个指标(如死亡),而是允许分析人员叠加和可视化玩家在游戏中采取的一系列行动。当你需要理解游戏中的因果关系时,这点尤其重要。我们以RPG游戏《龙腾世纪:起源》(BioWare/EA, 2009)为例来展示可视化效果。值得注意的是,该系统目前正在BioWare的分析师的开发和测试中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Visualizing and understanding players' behavior in video games: discovering patterns and supporting aggregation and comparison
As video games become more popular, there is an urge for procedures that can support the analysis and understanding of players' behaviors within game environments. Such data would inform game and level designers of game design issues that should be fixed or improved upon. By logging user-initiated events in video games, analysts have exhaustive information regarding players' actions within games. However, visualizing such data is a challenging task due to the amount of data one has to deal with; the necessity of a deep understanding of the game and players' possible actions within the game plus a deep understanding of questions one wants to answer; the computation that has to be done on the data; and the limitations and/or complexities of current analysis tools. In this paper, we present a new visualization system that allows analysts to build visualization and interact with telemetry data, to identify patterns and identify game design issues efficiently. Besides the system itself, we propose a new approach to visualize players' behavior that has not been explored so far. For example, instead of using heat maps to visualize a single metric (e.g. deaths), our system allows analysts to superimpose and visualize a series of actions players take in the game. This is especially important when one should understand cause and effect within the game. We present examples of the visualizations using an RPG game, Dragon Age Origins (BioWare/EA, 2009). It should be noted that the system is currently under development and testing with analysts working at BioWare.
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