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A Tool for Evaluating, Adapting and Extending Game Progression Planning for Diverse Game Genres

机译:评估,调整和扩展多样化游戏类型的游戏进度计划的工具

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Game progression design is a demanding, data-intensive design activity that is typically performed by game designers without even basic computational support. To address this, a concept for tool-supported "progression planning" has been proposed and implemented by Butler, Smith, Liu & Popovic for the design of their educational puzzle game Refraction. Refraction is a game that has relatively undemanding progression design needs. Further tool development and practice-based evaluation is needed to establish whether - and if so, how - a generic, tool-supported progression design process can address the diverse range of often complex progression design challenges that game designers find themselves engaging with. In this paper we describe how we used three game design case studies in contrasting game genres to inform the development of a tool that adapts and extends the progression planning approach.
机译:游戏进度设计是一项苛刻的,数据密集型设计活动,通常由游戏设计师执行,甚至没有基本的计算支持。为了解决这个问题,巴特勒,史密斯,刘和波波维奇已经提出并实施了工具支持的“进度计划”概念,以设计教育益智游戏《折射》。折射是一款对进度设计需求相对不高的游戏。需要进一步的工具开发和基于实践的评估,以确定通用的,工具支持的进度设计过程是否可以(如果可以,如何)可以解决游戏设计师发现自己参与的各种复杂的进度设计挑战。在本文中,我们描述了我们如何在对比游戏类型时使用三个游戏设计案例研究来指导适应和扩展进度计划方法的工具的开发。

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