输入输出随机性对卡片集牌游戏满意度的影响
Effect of Input-output Randomness on Gameplay Satisfaction in Collectable Card Games
摘要:
随机性是游戏中的一个重要因素,以至于一些游戏几乎完全依赖于它的结果,并增加玩家的参与度。然而,随机性会影响游戏体验,这取决于它在游戏中何时发生,从而改变玩家计划的机会。在本文中,我们称之为“输入输出随机性”。输入输出随机性是炉石传说等可收集纸牌游戏的基石,在炉石传说中,纸牌是随机抽取的(输入随机性),并且在播放时具有随机效果(输出随机性)。虽然这个话题可能已经被游戏设计者普遍讨论,并出现在许多游戏中,但很少有实证研究来评估这些不同类型的随机性对玩家满意度的影响。本研究探讨了在四种输入输出随机性条件下,输入输出随机性对可收集纸牌游戏的影响。我们已经开发了自己的收集卡游戏,并尝试了不同种类的随机性与游戏。我们的研究结果表明,输入的随机性可以显着影响游戏满意度的负面影响。总的来说,我们的研究结果提出了有益的考虑如何以及何时在游戏设计中应用随机性时,以玩家的满意度为目标。
英文摘要:
Randomness is an important factor in games, so much so that some games rely almost purely on it for its outcomes and increase players' engagement with them. However, randomness can affect the game experience depending on when it occurs in a game, altering the chances of planning for a player. In this paper, we refer to it as "input-output randomness". Input-output randomness is a cornerstone of collectable card games like Hearthstone, in which cards are drawn randomly (input randomness) and have random effects when played (output randomness). While the topic might have been commonly discussed by game designers and be present in many games, few empirical studies have been performed to evaluate the effects of these different kinds of randomness on the players' satisfaction. This research investigates the effects of input-output randomness on collectable card games across four input-output randomness conditions. We have developed our own collectable card game and experimented with the different kinds of randomness with the game. Our results suggest that input randomness can significantly impact game satisfaction negatively. Overall, our results present helpful considerations on how and when to apply randomness in game design when aiming for players' satisfaction.
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。