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Designing Game Feel. A Survey
arXiv - CS - Graphics Pub Date : 2020-11-18 , DOI: arxiv-2011.09201
Martin Pichlmair and Mads Johansen

Game feel design is the intentional design of the affective impact of moment-to-moment interaction with games. In this paper we survey academic research and publications by practitioners to give a complete overview of the state of research concerning this aspect of game design, including context from related areas. We analysed over 200 sources and categorised their content according to the design purpose presented. This resulted in three different domains of intended player experiences: physicality, amplification, and support. In these domains, the act of polishing that determines game feel, takes the shape of tuning, juicing, and streamlining respectively. Tuning the physicality of game objects creates cohesion, predictability, and the resulting movement informs many other design aspects. Juicing is the act of polishing amplification and it results in empowerment and provides clarity of feedback by communicating the importance of game events. Streamlining allows a game to act on the intention of the player, supporting the execution of actions in the game. These three design intents are the main means through which designers control minute details of interactivity and inform the player's reaction. This framework and its nuanced vocabulary can lead to an understanding of game feel that is shared between practitioners and researchers as highlighted in the concluding future research section.

中文翻译:

设计游戏感觉。一项调查

游戏感觉设计是对与游戏的即时交互的情感影响的有意设计。在本文中,我们调查了从业者的学术研究和出版物,以全面概述游戏设计这一方面的研究状况,包括相关领域的背景。我们分析了 200 多个来源,并根据呈现的设计目的对其内容进行了分类。这导致了预期的玩家体验的三个不同领域:物理、放大和支持。在这些领域中,决定游戏感觉的打磨行为分别采取调整、榨汁和流线化的形式。调整游戏对象的物理特性会产生凝聚力、可预测性,并且由此产生的运动会影响许多其他设计方面。榨汁是抛光放大的行为,它通过传达游戏事件的重要性来增强能力并提供清晰的反馈。流线化允许游戏根据玩家的意图采取行动,支持游戏中动作的执行。这三个设计意图是设计师控制交互细节并告知玩家反应的主要手段。这个框架及其细微的词汇可以导致对从业者和研究人员之间共享的游戏感觉的理解,正如未来研究结论部分所强调的那样。这三个设计意图是设计师控制交互细节并告知玩家反应的主要手段。这个框架及其微妙的词汇可以导致对从业者和研究人员之间共享的游戏感觉的理解,正如未来研究结论部分所强调的那样。这三个设计意图是设计师控制交互细节并告知玩家反应的主要手段。这个框架及其细微的词汇可以导致对从业者和研究人员之间共享的游戏感觉的理解,正如未来研究结论部分所强调的那样。
更新日期:2020-11-19
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