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Designing a Mobile Game to generate Player Data - Lessons learned

机译:设计移动游戏以生成玩家数据 - 经验教训

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User friendly tools have lowered the costs of high-quality game design to the point where researchers without development experience can release their own games. However, there is no established best-practice as few games have been produced for research purposes. Having developed a mobile game without the guidance of similar projects, we realised the need to share our experience so future researchers have a path to follow. Research into game balancing and system simulation required an experimental case study, which inspired the creation of "RPGLite", a multiplayer mobile game. In creating RPGLite with no development expertise we learned a series of lessons about effective amateur game development for research purposes. In this paper we reflect on the entire development process and present these lessons.
机译:用户友好的工具将高质量游戏设计的成本降低到没有开发经验的研究人员可以发布自己的游戏。 但是,只有少数游戏都没有为研究目的制作的最佳实践。 在没有类似项目的指导下开发了一个移动游戏,我们意识到需要分享我们的经验,所以未来的研究人员有一条路径。 游戏平衡和系统模拟研究需要一个实验案例研究,这激发了一个多人移动游戏的“RpGlite”的创建。 在创建RpGlite没有开发专业知识,我们学习了一系列关于有效业余游戏开发的一系列教训。 在本文中,我们反思了整个开发过程并展示了这些课程。

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