衡量《魔兽世界》的合作玩法节奏

Martin Ashton, Clark Verbrugge
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引用次数: 16

摘要

设计电子游戏场景,以吸引人且节奏合理的难度水平刺激玩家,这是一个非常重要的问题,它可以从根本上影响游戏的可玩性和受欢迎程度。与许多mmorpg一样,《魔兽世界》的后期游戏情节与早期游戏内容相比缺乏挑战性。为了详细检验这一观察结果,我们创建了一个《魔兽世界》客户端插件,用于记录玩家在合作场景中的进展数据,包括生命值、能量、地图位置、职业和角色。对这些数据进行分析,以测量每次会话的节奏。结果显示,游戏后期80级5人小组内容和70级5人小组内容的难度有所下降。使用这一基本指标来量化难度等级是设计可扩展且可适应的场景的一大进步,这些场景能够持续挑战所有体验等级的玩家。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Measuring cooperative gameplay pacing in World of Warcraft
Designing video game scenarios that will stimulate the player with an engaging and properly paced level of difficulty is a non-trivial issue, one which can fundamentally impact the playability and popularity of a game. World of Warcraft, like many MMORPGs, suffers noticeably from the less challenging pacing of its later-game scenarios compared to its earlier-game content. To examine this observation in detail, a World of Warcraft client-side plugin was created to record data about the players' progress throughout a cooperative scenario, including health, power, map position, class, and role. This data was analyzed to measure the pacing of each session. The results showed a drop in difficulty between late-game level 80 five-person group content and level 70 five-person group content. Using this basic metric to quantify the level of difficulty is a step forward in designing scalable and adaptable scenarios that can continue to challenge players of all experience levels.
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