首页> 外文会议>2014 IEEE Games, Media, Entertainment Conference >Balancing multiplayer first-person shooter games using aiming assistance
【24h】

Balancing multiplayer first-person shooter games using aiming assistance

机译:使用瞄准辅助功能平衡多人第一人称射击游戏

获取原文
获取原文并翻译 | 示例

摘要

When player skill levels are different in competitive First Person Shooter (FPS) games, the weaker player can end up feeling discouraged and the stronger player may get bored with the lack of challenge - ultimately yielding a non-optimal play experience for both players. Previous work has investigated how aiming assistance can be applied in a 3D environment to assist weaker players; however, there is little information on whether aiming assistance balances gameplay in a multiplayer environment or on how aim assistance affects player experience. We carried out a study to test the effectiveness of two aim assistance techniques (Bullet Magnetism and Area Cursor) that have been shown to help aiming in a 3D FPS. Our study had novice-expert pairs play deathmatch games in a multiplayer 3D FPS with and without the assistance techniques. The study showed that although Area Cursor and Bullet Magnetism resulted in better performance of the weaker player, it did not result in closer scores, and had no effect on the players' enjoyment of the game. Our results indicate that balancing performance in 3D FPS games is more complex than simply helping weaker players' aim, and we suggest possible reasons that warrant further investigation. This study is the first realistic evaluation of balancing techniques for 3D First Person Shooters, providing empirical evidence of the difficulty of using aim assistance techniques for balancing competitive gameplay.
机译:当竞争性第一人称射击游戏(FPS)中的玩家技能水平不同时,较弱的玩家最终会感到灰心丧气,而较强大的玩家可能会因缺乏挑战而感到无聊-最终为两位玩家带来了非最佳的游戏体验。先前的工作已经研究了如何在3D环境中应用瞄准辅助来帮助较弱的玩家。但是,关于瞄准辅助在多人游戏环境中平衡游戏玩法或瞄准辅助如何影响玩家体验的信息很少。我们进行了一项研究,以测试两种瞄准辅助技术(“子弹磁场”和“区域光标”)的有效性,这些技术已被证明有助于3D FPS瞄准。我们的研究让具有和没有辅助技术的新手专家对在多人3D FPS中玩死亡竞赛游戏。研究表明,尽管区域光标和子弹磁场会导致较弱的玩家获得更好的性能,但并不会导致得分更高,也不会影响玩家的游戏乐趣。我们的结果表明,在3D FPS游戏中平衡性能比简单地帮助弱者的目标要复杂得多,我们建议可能的原因值得进一步研究。这项研究是3D第一人称射击游戏平衡技术的首次现实评估,提供了使用瞄准辅助技术平衡竞技游戏难度的经验证据。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号