The Trick is to Stay Behind?: Defining and Exploring the Design Space of Player Balancing Mechanics

要旨

In multiplayer gaming, skill disparity can lead to frustrating and excluding experiences. Balancing approaches exist to level the playing field (e.g., providing aim assistance to low-performing players), but it is unclear how different design choices affect individual player experience. We first introduce a design space for balancing mechanics encompassing six categories: Determination, Timing, Targeting, Effect, Feedback, and Information. We then present a mixed-methods study, focused on the effect of two subcategories: Targeting Direction and Effect Dependency on skill. In this study, eight pairs of participants played a game prototype and experienced seven balancing mechanics. We collected data from questionnaires and group interviews, revealing implications for future designs, including the importance of 1) merited victory that does not ignore individual achievements, 2) sense of agency when determining the balancing before and during gameplay, and 3) balancing as an intrinsic part of the game that does not disrupt the core gameplay.

著者
David Gonçalves
Faculdade de Ciências, Universidade de Lisboa, Lisboa, Portugal
Daniel Barros
University of Lisbon, Lisbon, Portugal
Pedro Pais
LASIGE, Faculdade de Ciências, Universidade de Lisboa, Lisboa, Portugal, Lisboa, Portugal
João Guerreiro
Universidade de Lisboa, Lisbon, Portugal
Tiago Guerreiro
Universidade de Lisboa, Lisbon, Portugal
André Rodrigues
Universidade de Lisboa, Lisboa, Portugal
論文URL

doi.org/10.1145/3613904.3642441

動画

会議: CHI 2024

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2024.acm.org/)

セッション: Game Design B

313A
5 件の発表
2024-05-15 20:00:00
2024-05-15 21:20:00