我不在乎,只要它是好的:玩家对计算机rpg中实时和回合制战斗系统的偏好

Ville Mäkelä, A. Schmidt
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引用次数: 2

摘要

战斗系统是电脑角色扮演游戏(rpg)的基本组成部分。流行媒体文章和在线讨论表明,玩家对战斗风格有着非常强烈的看法,特别是他们是否喜欢带有实时或回合制战斗系统的rpg。然而,关于这个问题的科学研究很少。在我们的研究中,我们的目标是系统地探索战斗风格偏好,并确定偏好某些类型的潜在原因。为此,我们分析了一系列关于三种战斗系统类别的在线讨论(546个帖子):实时(RT),回合制(TB)和实时暂停(RTwP)。我们的研究结果表明,虽然大多数玩家确实偏爱一种战斗风格,但大多数玩家仍然对其他战斗风格持开放态度。我们进一步确定了不同战斗风格的共同积极和消极特征,并讨论了对战斗设计的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
I Don't Care as Long as It's Good: Player Preferences for Real-Time and Turn-Based Combat Systems in Computer RPGs
Combat systems are a fundamental part of computer role-playing games (RPGs). Popular media articles and online discussions suggest that players have very strong opinions on combat styles, in particular, whether they like RPGs with real-time or turn-based combat systems. However, there is little scientific research into this question. With our research we aim to systematically explore combat style preferences and determine the underlying reasons for preferring certain types over others. To this end, we analyzed a set of online discussions (546 posts) with regard to three broad combat system categories: Real-Time (RT), Turn-Based (TB), and Real-Time with Pause (RTwP). Our results suggest that while most players indeed do have a preference for one combat style, most players are still largely or completely open to other styles of combat. We furthermore identify common positive and negative traits of different combat styles and discuss implications for combat design.
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