80,636 research outputs found

    Understanding players' map exploration styles

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    Copyright 2016 ACM. Exploration is an essential part of play in modern video games. It refers to the discovery-based activities, in which players explore mechanisms, as well as spatiality of virtual world. Exploration games and games with exploration plots are booming in gamer communities. In this paper, we focus on spatial exploration, which is central to play in role-playing games (RPG) and real time strategy (RTS) games. We investigate the game-playing behaviors of human players in exploration games, so as to discover behavior patterns and understand gamer styles. The intention is to contribute to the design and development of believable agents. We conducted an experiment where 25 participants played three types of exploration games. In-game data, think-aloud data, questionnaire responses and post-game interview data were collected to gain a deeper understanding of exploration preferences. We used thematic analysis to analyze data and mapped out four game exploration archetypes: Wanderers, Seers, Pathers and Targeters. An analysis from the four highlight aspects: strategy, reasoning, conception and hesitation, is conducted to investigate the behavioral traits of these four archetypes

    On Making Good Games - Using Player Virtue Ethics and Gameplay Design Patterns to Identify Generally Desirable Gameplay Features

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    This paper uses a framework of player virtues to perform a theoretical exploration of what is required to make a game good. The choice of player virtues is based upon the view that games can be seen as implements, and that these are good if they support an intended use, and the intended use of games is to support people to be good players. A collection of gameplay design patterns, identified through their relation to the virtues, is presented to provide specific starting points for considering design options for this type of good games. 24 patterns are identified supporting the virtues, including RISK/REWARD, DYNAMIC ALLIANCES, GAME MASTERS, and PLAYER DECIDED RESULTS, as are 7 countering three or more virtues, including ANALYSIS PARALYSIS, EARLY ELIMINATION, and GRINDING. The paper concludes by identifying limitations of the approach as well as by showing how it can be applied using other views of what are preferable features in games

    On Making Good Games - Using Player Virtue Ethics and Gameplay Design Patterns to Identify Generally Desirable Gameplay Features

    Get PDF
    This paper uses a framework of player virtues to perform a theoretical exploration of what is required to make a game good. The choice of player virtues is based upon the view that games can be seen as implements, and that these are good if they support an intended use, and the intended use of games is to support people to be good players. A collection of gameplay design patterns, identified through their relation to the virtues, is presented to provide specific starting points for considering design options for this type of good games. 24 patterns are identified supporting the virtues, including RISK/REWARD, DYNAMIC ALLIANCES, GAME MASTERS, and PLAYER DECIDED RESULTS, as are 7 countering three or more virtues, including ANALYSIS PARALYSIS, EARLY ELIMINATION, and GRINDING. The paper concludes by identifying limitations of the approach as well as by showing how it can be applied using other views of what are preferable features in games

    Do individuals recognize cascade behavior of others? An Experimental Study

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    In an information cascade experiment participants are confronted with artificial predecessors predicting in line with the BHW model (Bikchandani et al., 1992). Using the BDM (Becker et al., 1964) mechanism we study participants' probability perceptions based on maximum prices for participating in the prediction game. We find increasing maximum prices the more coinciding predictions of predecessors are observed, regardless of whether additional information is revealed by these predictions. Individual price patterns of more than two thirds of the participants indicate that cascade behavior of predecessors is not recognized

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions

    What Drives People's Choices in Turn-Taking Games, if not Game-Theoretic Rationality?

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    In an earlier experiment, participants played a perfect information game against a computer, which was programmed to deviate often from its backward induction strategy right at the beginning of the game. Participants knew that in each game, the computer was nevertheless optimizing against some belief about the participant's future strategy. In the aggregate, it appeared that participants applied forward induction. However, cardinal effects seemed to play a role as well: a number of participants might have been trying to maximize expected utility. In order to find out how people really reason in such a game, we designed centipede-like turn-taking games with new payoff structures in order to make such cardinal effects less likely. We ran a new experiment with 50 participants, based on marble drop visualizations of these revised payoff structures. After participants played 48 test games, we asked a number of questions to gauge the participants' reasoning about their own and the opponent's strategy at all decision nodes of a sample game. We also checked how the verbalized strategies fit to the actual choices they made at all their decision points in the 48 test games. Even though in the aggregate, participants in the new experiment still tend to slightly favor the forward induction choice at their first decision node, their verbalized strategies most often depend on their own attitudes towards risk and those they assign to the computer opponent, sometimes in addition to considerations about cooperativeness and competitiveness.Comment: In Proceedings TARK 2017, arXiv:1707.0825
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