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Designing a mobile game to generate player data -- lessons learned
arXiv - CS - Multimedia Pub Date : 2021-01-18 , DOI: arxiv-2101.07144
William Wallis, William Kavanagh, Alice Miller, Tim Storer

User friendly tools have lowered the requirements 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 RPGLitewith 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.

中文翻译:

设计手机游戏以生成玩家数据-经验教训

用户友好的工具已将高质量游戏设计的要求降低到了没有开发经验的研究人员可以发布自己的游戏的地步。但是,目前尚无既定的最佳实践,因为为研究目的制作的游戏很少。在没有类似项目指导的情况下开发了一款手机游戏,我们意识到有必要分享我们的经验,以便将来的研究人员可以遵循。对游戏平衡和系统仿真的研究需要进行实验性案例研究,这启发了多人手机游戏“ RPGLite”的创建。在没有开发专业知识的情况下创建RPGLite,我们学习了一系列有关有效业余游戏开发的课程,以进行研究。在本文中,我们对整个开发过程进行了反思,并介绍了这些经验教训。
更新日期:2021-01-19
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