Transforming Game Difficulty Curves using Function Composition

Transforming Game Difficulty Curves using Function Composition
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使用函数组合变换游戏难度曲线

DOI:
10.1145/3290605.3300781
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发表时间:
2019
期刊:
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
影响因子:
--
通讯作者:
Cooper, Seth
Cooper, Seth
中科院分区:
--
文献类型:
--
作者:
Sarkar, Anurag;Cooper, Seth

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玩家在游戏中的参与度通常受到其难度曲线的影响:游戏中的挑战变得更难的速度。因此,找到最佳难度曲线是很重要的。在本文中,我们提出了一个灵活的和正式的方法来转换游戏难度曲线,利用功能组合。这使我们能够以更精确的方式描述难度曲线的变化,例如使它们“更平滑”。在一个有400名玩家参与的实验中,我们使用函数组合来修改益智游戏Partial的现有难度曲线,以生成新的曲线。我们发现,以这种方式改变难度曲线会影响玩家的参与度,包括完成的关卡数量和完成这些关卡所需的估计技能,以及感知能力。此外,我们发现一些转换曲线占主导地位的其他方面的参与,表明不同的设计目标可以权衡考虑的一个子集的曲线。
Player engagement within a game is often influenced by its difficulty curve: the pace at which in-game challenges become harder. Thus, finding an optimal difficulty curve is important. In this paper, we present a flexible and formal approach to transforming game difficulty curves by leveraging function composition. This allows us to describe changes to difficulty curves, such as making them "smoother", in a more precise way. In an experiment with 400 players, we used function composition to modify the existing difficulty curve of the puzzle game Paradox to generate new curves. We found that transforming difficulty curves in this way impacted player engagement, including the number of levels completed and the estimated skill needed to complete those levels, as well as perceived competence. Further, we found some transformed curves dominated others with respect to engagement, indicating that different design goals can be traded-off by considering a subset of curves.
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影响因子: --
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