3 research outputs found

    A video game level analysis model proposal

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    This paper presents a preliminary model proposal for the analysis of video game level scenarios consisting of four elements: video game, players, metrics, and gaming experience. The selection of parameters from each of these elements defines a specific video game level analysis context. Initial validation of the model is being carried out with a First-person shooter video game and selected metrics (including eye movement behavior) to understand player behavior (both interactive and visual) within a game level. An additional analysis technique based on visual representation techniques applied in this validation context is also described. After validated, this model may be applied in the analysis of player behavior in game levels, in several different situations predicted in the model itself. Information acquired from the application of this model may posteriorly be used in the design (or redesign) of game levels and scenarios driven for optimal use which should generate a greater gaming experience

    Penilaian Atribut Usabilitas Oleh Gamer First Person Shooter (FPS) Indonesia

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    Computer games, especially First Person Shooter (FPS) have become one of the fastest growing and most economically sucessful software in Indonesia. Given the potential economic benefits of the FPS games, it is important to design its user interface as USAble as possible to win the market. In accordance, it is crucial to find out what user interface factors should be considered in designing an FPS game. These factors can be used as a designing guide for game developers in Indonesia. The purpose of this paper is to discover the main user interface factors that should be considered in designing an FPS game especially from USAbility point of view and to suggest improvement of the user interface in current FPS game.Fourty (40) USAbilty attributes from literature review are qualitatively grouped into 5 factors. Those factors are: Basic FPS Feature (BFF), Basic Game Feature (BGF), Display & Sounds (D&S), Help & Hints (H&H), and Enjoyment (E). Usability testing on the factors is conducted in three different groups of players: Novice, Experienced, and Expert. Mann-Withney Test are conducted to understand performance difference for each group. The result shows that BGF and H&H are not significantly difference for all groups. While for BFF, the novice group tend to have different preference rather than other groups since there is not enough time duration given on novice users accessing the FPS feature. For D&S, expert tend to have different preference rather than other groups. Some future research potentials are also proposed in this paper

    Comparing dynamitic difficulty adjustment and improvement in action game

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    A thesis submitted to the University of Bedfordshire in partial fulfilment of the requirements for the degree of Master ResearchDesigning a game difficulty is one of the key things as a game designer. Player will be feeling boring when the game designer makes the game too easy or too hard. In the past decades, most of single player games can allow players to choose the game difficulty either easy, normal or hard which define the overall game difficulty. In action game, these options are lack of flexibility and they are unsuitable to the player skill to meet the game difficulty. By using Dynamic Difficulty Adjustment (DDA), it can change the game difficulty in real time and it can match different player skills. In this paper, the final goal is the comparison of the three DDA systems in action game and apply an improved DDA. In order to apply a new improved DDA, this thesis will evaluate three chosen DDA systems with chosen action decision based AI for action game. A new DDA measurement formula is applied to the comparing section
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