论文标题
设计游戏感觉。调查
Designing Game Feel. A Survey
论文作者
论文摘要
游戏感觉设计是与游戏的瞬间互动的情感影响的有意设计。在本文中,我们调查了从业人员的学术研究和出版物,以详细概述有关游戏设计这一方面的研究状态,包括相关领域的背景。我们分析了200多个来源,并根据提出的设计目的对其内容进行了分类。这导致了三个不同的企业体验领域:身体,放大和支持。在这些领域中,决定游戏感觉,分别采用调整,榨汁和精简的抛光行为。调整游戏对象的物理性会产生凝聚力,可预测性,并且由此产生的运动为许多其他设计方面提供了信息。榨汁是抛光放大的行为,它可以通过传达游戏事件的重要性来赋予授权,并提供了清晰的反馈。精简允许游戏以玩家的意图行动,支持游戏中的动作执行。这三个设计意图是设计师控制互动性细节并告知玩家反应的主要手段。该框架及其细微差别的词汇会导致对游戏感觉的理解,这是从业者和研究人员之间在未来的研究部分中强调的。
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.