arXivDaily arXiv每日学术速递 周一至周五更新
arXiv 2011.09201cs.HCcs.GR
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设计游戏感觉。一项调查

Designing Game Feel. A Survey

Martin Pichlmair, Mads Johansen

摘要:

游戏感觉设计是对与游戏的即时交互的情感影响的有意设计。在本文中,我们调查的学术研究和出版物的从业者给出一个完整的概述的研究状态,这方面的游戏设计,包括从相关领域的背景。我们分析了200多个来源,并根据设计目的对其内容进行了分类。这导致了三个不同领域的预期玩家体验:物理,放大和支持。在这些领域中,决定游戏感觉的抛光行为分别采取调整,榨汁和流线型的形式。调整游戏对象的物理性可以创建内聚性、可预测性,并且由此产生的运动会影响许多其他设计方面。榨汁是抛光放大的行为,它导致授权,并通过传达游戏事件的重要性提供清晰的反馈。流线型允许游戏按照玩家的意图行动,支持游戏中动作的执行。这三种设计意图是设计师控制交互性细节并告知玩家反应的主要手段。这个框架及其细致入微的词汇可以导致对游戏感觉的理解,这是从业者和研究人员之间共享的,正如在最后的未来研究部分所强调的那样。

英文摘要:

Game feel design is the intentional design of the affective impact of moment-to-moment interaction with games. In this paper we survey academic research and publications by practitioners to give a complete overview of the state of research concerning this aspect of game design, including context from related areas. We analysed over 200 sources and categorised their content according to the design purpose presented. This resulted in three different domains of intended player experiences: physicality, amplification, and support. In these domains, the act of polishing that determines game feel, takes the shape of tuning, juicing, and streamlining respectively. Tuning the physicality of game objects creates cohesion, predictability, and the resulting movement informs many other design aspects. Juicing is the act of polishing amplification and it results in empowerment and provides clarity of feedback by communicating the importance of game events. Streamlining allows a game to act on the intention of the player, supporting the execution of actions in the game. These three design intents are the main means through which designers control minute details of interactivity and inform the player's reaction. This framework and its nuanced vocabulary can lead to an understanding of game feel that is shared between practitioners and researchers as highlighted in the concluding future research section.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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