“它始于一个笑话”:关于闲置游戏的设计

Katta Spiel, Sultan A. Alharthi, Andrew Jian-lan Cen, Jessica Hammer, L. Nacke, Z. Toups, Theresa Jean Tanenbaum
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引用次数: 10

摘要

在空闲游戏中,主动退出游戏是游戏玩法的重要组成部分,因为玩家会等待游戏状态随时间变化。这种互动模式是技术在我们生活中角色变化的典范。然而,闲置游戏的设计元素却很少被理解,尤其是从开发者的角度来看。我们采访了来自6款不同流行空闲游戏的6位设计师,并询问了他们各自的方法。通过主题分析,我们完善并扩展了空闲游戏作为一种类型的现有定义,揭示了其设计中带有道德意识的实践,并确定了游戏和过程之间的共同核心特征。然后我们生成关于空闲游戏设计的中级知识。我们的工作将设计师对空闲游戏及其设计的看法贡献给了这类题材的文学作品。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
"It Started as a Joke": On the Design of Idle Games
With idle games, active withdrawal from the game comprises an essential part of gameplay as players wait for the game state to change over time. This mode of interaction is paradigmatic for the change of roles technologies have in our lives. However, the design elements of idle games are less well understood, particularly from the perspectives of developers. We interviewed six designers of six different popular idle games and inquired into their individual approaches. Via thematic analysis, we refine and expand on existing definitions of idle games as a genre, shed light on ethically charged practices of care in their design, and identify shared core characteristics between the games and processes. We then generate intermediate-level knowledge on the design of idle games. Our work contributes designers' perspectives on idle games and their design to a growing body of literature on the genre.
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