控制悖论:游戏设计中的视觉线索vs听觉指导

Yusup Sigit Martyastiadi
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引用次数: 2

摘要

视觉线索和听觉指令是游戏中使用的信息。真正的信息是基于游戏设计概念化。本文阐述了控制悖论的研究,并将其应用于游戏设计过程中。本研究主要通过考察视觉线索与听觉指令在游戏信息上的差异来获得游戏升级的复杂性。研究方法采用游戏设计实验、游戏观察、访谈等方法来明确受访者的决策。根据被调查者选择的路径,随机出现视觉线索和听觉指令。然而,在一个观察层面上,视觉线索和听觉指令的信息同时发生,两者是相互矛盾的。这种情况被称为游戏中信息处理的控制悖论。有趣的是,在这种情况下,大多数受访者决定遵循视觉线索,尽管这不是正确的方向。这种情况可能是由视觉感知引起的。本文将描述受访者的决策动机。最后,这项研究的结果可以为游戏设计中的关卡设计师提供建议,特别是关于游戏戏剧性元素中挑战的复杂性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Paradox of Control: Visual Clue vs. Auditory Instruction in Game Designing
Visual clue and auditory instruction are information that used in games. the genuine information is developed on game design conceptualization. this paper explains the study of the paradox of control, which was applied in the process of game designing. Basically, the research investigates the differences of powerful game information between visual clue and auditory instruction to gain complexity of game levelling. the research method used game design experiments, playing observations, and the interview to clarify the respondents’ decision-making. the visual clues and auditory instructions were occurred randomly based on the path of the respondents’ chosen. However, in one level of observation, the information of visual clue & auditory instruction were happening together in the same time and those were contradictive each other. this condition was called the paradox of control on information handling in the game. interestingly, in this circumstance, most of the respondents decided to follow the visual clues, although it was not the right direction. that condition potentially led by visual perception. this paper will describe the respondents’ motivation on their decision-making. Finally, the result of this study could give recommendation for level designers in game designing, especially on complexity of the challenge in the game’s dramatic element.
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