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  • 學位論文

透過簡易設計使即時戰略遊戲回歸戰略戰術的本質

Using Simple Design to Rediscover Real-Time Strategy Games’ Essence of Strategy and Tactics

指導教授 : 孫春在

摘要


即時戰略遊戲是唯一一種可以完整模擬戰場指揮,以及戰術戰略操作的遊戲類型,在遊戲界中有著無可取代的地位,過去也曾是最火紅的遊戲類型之一。但是現在,即時戰略遊戲過度強調了手速的重要性,要求玩家快速而頻繁的操作勝過戰略與戰術的思考,逐漸偏離了原本戰略戰術的本質,也因此失去了不少玩家。不過,有些較新的即時戰略遊戲用了非傳統的設計,降低了手速的需求並增添了戰略戰術的思考,若能分析探討這些遊戲的設計,應可以將即時戰略遊戲中戰略戰術的本質給帶回。 本研究設計了一款即時戰略遊戲的三個不同版本,招募受測者遊玩並記錄玩家遊戲時的操控數據以及遊戲後的心得感想,藉此分析玩家的戰略戰術思考程度。前兩個版本差別在於戰略目標點的分佈,是從戰略面改變的設計;後兩個版本差別在於單位血量以及邊移動邊攻擊的設定,是從戰鬥面改變的設計。透過這些差別觀察玩家在不同版本時的操作差異,來了解玩家在不同版本上的戰略、戰術以及戰鬥的比重,找出更能強調戰略戰術思考的版本設計。 研究結果發現,將戰略目標點放置散佈在地圖上,可以明顯增加玩家的戰略戰術觀,同時玩家也會覺得如此比較有趣。而將單位血量提升並讓單位可以移動中攻擊,雖然加長了玩家關注會戰的時間,卻也同時讓原本操控不順利的玩家,得以完成自己期望的戰略戰術運用。我們應此得知非傳統的即時戰略遊戲設計是可以被玩家接受,而且更能有效讓玩家運用戰略戰術的。

關鍵字

即時戰略 戰略 戰術 手速 英雄連隊

並列摘要


Real-time strategy is the only game genre that can perfectly simulate operational command and the application of strategy and tactics. This genre is irreplaceable in the video game industry, and it was one of the most popular game types in the past. However, real-time strategy games place too much emphasis on the importance of Actions Per Minute (APM), which requires players to click rapidly and control persistently rather than to apply fine strategy or tactics. It is stray from what the game genre is supposed to be, and therefore real-time strategy games have lost many players recently. Nevertheless, some innovative real-time strategy games have emerged. Those games introduce some unconventional game mechanics that not only reduce the demand of APM but also encourage strategic and tactical thinking. With an apposite analysis of these game mechanics, real-time strategy games can rediscover the essence of strategy and tactics. In this research, we created three different versions of real-time strategy game and recruited players to participate in games. We recorded their control data while playing and conducted a survey after. These data were used to analyze their degree of strategy and tactics afterwards. The difference between the first two versions was the distribution of the objective points, which was the modification of the strategic goal. The differences between the latter two versions were the units’ health and the way units move and attack, which were the modification of combat mechanics. We observed the players’ actions compared with different versions to analyze their strategy, tactics and combat level. The result shows that after dispersing the objective points on the entire map, the players tend to use more strategy and tactics. After increasing the units’ health and enabling the units to attack while moving, the players that couldn’t handle their units well in the previous version can apply strategy and tactics smoothly. We can conclude that the non-traditional real-time strategy game mechanics can be accepted by most of the players, and can absolutely encourage the players to implement strategy and tactics.

並列關鍵字

Real-Time Strategy Strategy Tactics APM Company of Heroes

參考文獻


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