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自發遊戲性設計要素

The Elements of Emergent Gameplay Design

摘要


近年來遊戲中的玩家自發行為(Emergent Behavior)逐漸受到重視,遊戲設計師從創造一個讓玩家被動遊玩的環境,轉為提供一個遊戲環境讓玩家自行決定如何進行遊戲。這種提供環境讓玩家自行決定如何遊玩,且玩家行為及結果無法被預期的狀況下稱為自發遊戲性(Emergent Gameplay)。由於目前對於自發遊戲性設計無一套客觀的歸納與整理。有鑑於此,本研究採取文獻分析法,收集自發遊戲性相關文獻及從玩家自發性高的遊戲中,分析並提出自發遊戲性設計要素。研究發現,理想的自發遊戲性設計要素包含(一)連續的空間、(二)可操弄的元素、(三)可組合的動作、(四)可自訂的目標。

並列摘要


In recent years, the emergent behavior of players in games has gradually gained attention. Game designers have shifted from creating an environment where players passively engage to providing a game environment where players can decide how to proceed on their own. This type of environment that allows players to determine their own gameplay and where player actions and outcomes cannot be anticipated is referred to as emergent gameplay. Due to the lack of an objectively conclusive framework for designing emergent gameplay, this study employs a literature analysis approach to gather relevant literature on emergent gameplay and analyzes games with high player emergence. The study then proposes elements for designing emergent gameplay. The research identifies that the ideal elements for designing emergent gameplay include (1) continuous space, (2) manipulable elements, (3) combinable actions, and (4) customizable objectives.

參考文獻


Bar-yam, Y., McKay, S. R., & Christian, W. (1998). Dynamics of Complex Systems (Studies in Nonlinearity) Computers in Physics, 12(4), 335-336. https://doi.org/10.1063/1.4822633
Gardner, M. (1970). The fantastic combinations of John Conway's new solitaire game 'life'. Scientific American,223(4), 120-123. http://dx.doi.org/10.1038/scientificamerican1070-120
Keogh, B. (2013). When Game Over Means Game Over: Using Permanent Death to Craft Living Stories in Minecraft. IE '13: Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death, 1-6, Melbourne Australia. https://doi.org/10.1145/2513002.2513572
Pearce, C. (2002). Emergent Authorship: The Next Interactive Revolution. Computers & Graphics, 26(1), 21-29. https://doi.org/10.1016/S0097-8493(01)00175-3
Sweetser, P., & Wyeth, P. (2005). GameFlow: A Model for Evaluating Player Enjoyment in Games. Computers in Entertainment, 3(3). https://doi.org/10.1145/1077246.1077253

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