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A Model for Evaluating Player Enjoyment in Games

A Model for Evaluating Player Enjoyment in Games. Advisor : Dr. Hsu Reporter : Kuo-min Wang Authors : The University of Queensland, St Lucia, Australia . 2005 ACM Computers in Entertainment. Outline. Motivation Objective Introduction

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A Model for Evaluating Player Enjoyment in Games

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  1. A Model for Evaluating Player Enjoyment in Games Advisor : Dr. Hsu Reporter : Kuo-min Wang Authors :The University of Queensland, St Lucia, Australia 2005 ACM Computers in Entertainment .

  2. Outline • Motivation • Objective • Introduction • Adapting flow to games • Validating the game flow criteria • Evaluation • Discussion and conclusion • Personal Opinions

  3. Motivate • Although player enjoyment is central to computer games, there is currently no accepted model of player enjoyment in games. • There are many heuristics in the literature • Game interface, mechanics, gameplay, and narrative. • Need to integrate these heuristics into a validated model that can be used to design, evaluate, and understand enjoyment in games.

  4. Objective • The aim of the study is to develop and validate a model of player enjoyment in games that is on flow.

  5. Introduction • Player enjoyment is the single most important goal for computer games. • Current literature on usability and user experience in games is focused on three aspect of usability in games, rather than player enjoyment in games • Interface (controls and display) • Mechanics(interacting with the game world) • Gameplay(problems and challenges)

  6. Introduction (cont.) • No integrated model of player enjoyment or method to assess player enjoyment in games. • Need to synthesize and integrate the game design heuristics into a well-structured model of enjoyment in games. • Disposition theory, attitude, transportation theory, cognition, parasocial interaction and flow . • Each of these models and theories aims to analyses and understand enjoyment in terms of one specific aspect or concept. • Used flow as a structural foundation • for synthesizing and organizing the heuristics from the games literature into a concise model of player enjoyment

  7. Introduction (cont.) • Flow • Is an experience “so gratifying that people are willing to do it for its own sake, with little concern for what they will get out of it, even when it is difficult or dangerous” [Csikszentmihalyi, 1990]

  8. Adapting flow to games • A model of enjoyment in games was constructed from the literature based on the elements of flow and the evidence of flow experiences in games.

  9. Adapting flow to games

  10. Modeling of user multiple interests

  11. Modeling of user multiple interests (cont.)

  12. Neural networks for information recommendation (cont.)

  13. Validating the gameflow criteria • Using the GameFlow to evaluate two games by expert review • Blizzard’s Warcraft 3 (魔獸爭霸3) • Average rating of 94%, with a range of 80% to 100 % based on 51 reviews • Sony’s Lords of EverQuest (無盡的戰役) • Average rating of 61%, with a rang of 30% to 80%

  14. Evaluation of Warcraf 3 • Concentration • Warcraft 3 meet the concentration criteria by providing a multitude of high-quality stimuli. • The world, units, buildings, and characters in Warcraft 3 are all intricately detailed with unique animation, sound, speech, and appearance • No repetition in the stimuli, and every stimulus in the game has a purpose and fits into the game • Quickly grabbing the player’s attention • Visually spectacular introduction, dramatic tension, interesting and varied goals, good-sized mission.

  15. Evaluation of Warcraf 3

  16. Evaluation of Warcraf 3 • Challenge • Bad • Warcraft 3 easily meets the challenge criteria in the campaign, but is less successful in skirmish mode • In the skirmish mode is very hard and there are no difficulty settings. • good • As the campaign progresses, the difficulty of the missions increases, and the players progress through each of the four races. • With a switch to a different race, comes a completely new playing style, as well as new units, buildings, and heroes.

  17. Evaluation of Warcraf 3 • Player skills • Players are able to start playing Warcraft 3 immediately, without reading the manual, even though real-time strategy games are complex with a steep learning curve. • The interface is simple and well-labeled, real-time conventions, and an abundance of help in the form of tool tips and a tutorial. • Players are rewarded in the campaign for their skill development with items, experience and skills for their heroes. • Control • Allows players to feel in control of every aspect of the game • Player can also feel in control of the interface • Simple and well-designed (a bottom-heavy menu system, hotkeys, detailed tool tips, shallow menus, and clear icons (see figure1).

  18. Evaluation of Warcraf 3 • Clear goals • Clear presents both overriding and intermediate goals • Feedback • Provides continuous feedback to players on their goals, actions, and status. • Immersion • It is easy to become engrossed in Warcraft 3, as there is so much to concentrate on, so many tasks to perform and things to monitor, as well as graphics, sound, animation, and intricate details to be admired. • Social Interaction • Warcraft 3 supports competition and cooperation between players, as well as social communities inside and outside the game.

  19. Evaluation of Lords of EverQuest • Concentration • The game is visually appealing, with interesting character models and a detailed and attractive game world(see figure3.) • Uses high-profile actors for the character’s voices, each unit has only two or three responses, which become repetitive. • The camera in the cut-scenes is too close and stationary, which draws attention to the low-polygon models with static faces. • The game fails to capture the player’s attention in the introduction, and does not manage to do so throughout the rest of game. • Units take too long to produce, so the player is often waiting with no other tasks to undertake.

  20. Evaluation of Lords of EverQuest

  21. Evaluation of Lords of EverQuest • Challenge • The game’s level of challenge is especially poor for experienced players and would probably only accommodate novice players. • AI is not very challenging, leaving armies idle while its base is attacked and attacking the player with small, intermittent forces that are easily killed. • Each mission is basically the same: the player builds up a force and fights through the enemy. • The unit is also very unbalanced, with a few very powerful units that make the rest of them pointless. • Each faction consists of the same set of generic unit; the only difference between the faction is the appearance of the units.

  22. Evaluation of Lords of EverQuest • Player skills • Player is able to start playing the game without reading the manual (similar to Warcraft). • The tutorial is not related to the storyline and lacks interesting goals and story. • The game interface is poor, as it is unreadable in high resolution and too large in low resolution

  23. Evaluation of Lords of EverQuest

  24. Evaluation of Lords of EverQuest

  25. Evaluation of Lords of EverQuest • Control • Player do not have full control over several aspects of the game, including units, interface, and gameplay. • The player must remember what each button does by its position rather than being cued by its icon. • Players can customise the interface by moving the windows around and toggling each window on and off. • The game shell is also easy to control, including starting , stopping and saving games. • The player does not have freedom in the strategies that they use as the missions, factions and units are too limited.

  26. Evaluation of Lords of EverQuest

  27. Evaluation of Lords of EverQuest • Clear goals • Does not present any overriding goals in the introduction. • Players are told what they need to do, but not why. • The objectives are not very clear or specific. • Feedback • The player is notified when they complete the mission objective and the player can view their mission objectives and status. • The player is not given any feedback that they have failed the mission until the end. • Immersion • The game is really too slow for player to become immersed • There is not enough to concentrate on and not enough challenge • There is not enough background, character development or storyline for the player to get emotionally involved in the game or connected to the characters. • Social Interaction • Suports competition and cooperation between players through several multiplayer modes and a free online service. • Does not include an editor and it is therefore not possible for players to extend the game and share their modifications with other players.

  28. Discussion and Conclusions • Concentration seemed to be particularly important for making RTS games enjoyable. • Some of the GameFlow criteria are more suited to specific game genres and aren’t applicable to strategy games. • The control criterion was identified as being more relevant to role-playing games. • The immersion criterion was identified as being more relevant to first-person shooter games. • The purpose of the GameFlow criteria presented is to build an understanding of enjoyment in games • Further research • expand on this study to provide fully-fledged design and evaluation criteria for strategy games and other game genres.

  29. Personal Opinions • …

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