情感组织:游戏中角色情感状态的视觉表现

Jonas De Araújo Luz Junior, M. A. Rodrigues
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引用次数: 0

摘要

在移情游戏中,角色在叙述过程中的情绪状态的表现是相关的。为此,同理心游戏的设计师会使用不同的资源,如游戏的图像风格、声音和视觉效果、配乐情绪、叙事风格和节奏等。尽管这些内容能够有效地传达情感,但它们仍然会受到玩家主观解释性的影响。然而,在某些情况下,设计师希望玩家理解角色的情感状态,特别是当它是游戏玩法的焦点和玩家决策的基础时。与传统的水平条及其视觉变化来代表角色的情绪状态不同,这项工作提出了一种新的方法来定义一个表达情绪状态的小部件,以阴影布变形的形式建模为有机结构。我们直接将其脉冲频率与角色情感的强度联系起来,将其颜色与游戏设计师定义的角色情感联系起来。此外,我们对配置了四种、六种和八种情绪的小部件进行了初步的性能比较研究,并创建了演示场景来验证其使用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Emotional Tissue: A Visual Representation of Characters' Emotional States in Games
In empathy games, the representation of the character's emotional states during the narrative is relevant. For this purpose, the designer of empathy games uses different resources, such as the game's graphical style, sound and visual effects, soundtrack mood, and narrative style and pace, among others. Although these can effectively transmit emotion, they will still be subject to the player's interpretive subjectivity. However, there are situations where the designer wants the player to understand the character's emotional state, especially when it is the focus of gameplay and fundamental to the player's decisions. Unlike conventional level bars and their visual variations to represent characters' emotional states, this work presents a new approach for defining a widget to express emotional states, modelled as an organic structure in the form of a shaded cloth deformation. We directly relate its pulse frequency to the intensity of the characters' emotions and its colours to the characters' feelings defined by the game designer. In addition, we conducted a preliminary performance comparative study with the widget configured with four, six and eight emotions and created demonstration scenes to validate its use.
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