Tuning mobile game design using data mining

P. Lanzi, D. Loiacono, Emanuele Parini, Federico Sannicoló, Davide Jones, Claudio Scamporlino
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引用次数: 1

Abstract

We present an application of data mining to the analysis and tuning of Bad Blood, a video game for Windows Phone developed for the 2012 Microsoft's Imagine Cup competition. The game was developed on a very short time frame (four months) by a small student team (three programmers and one designer). Because of the limited development time available the game could not undergo extensive playtest. More importantly, since the game had to be submitted to the competition we could not leverage digital distribution to update the game, identify design flaws or fix bugs. Accordingly, before submitting the game, we decided to instrument the code to collect as much information as possible about the gameplay, and performed a rather limited playtest during two public events. Then, we applied data mining both to look for peculiar characteristics of the platforms employed, to discover interesting patterns, and to identify flaws and/or opportunities in our game design. Overall, we identified at least one major design flaw regarding the pace in one specific game mode which we solved by introducing new game elements. We also discovered some design opportunities to inherently modify the game difficulty by leveraging upon the way players tend to use the devices.
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利用数据挖掘优化手机游戏设计
我们将数据挖掘应用于Bad Blood的分析和调整,这是一款为2012年微软创新杯比赛而开发的Windows Phone视频游戏。这款游戏是由一个小型学生团队(3名程序员和1名设计师)在很短的时间内(4个月)开发出来的。由于开发时间有限,游戏无法进行大量测试。更重要的是,由于游戏必须提交给竞争对手,我们无法利用数字发行来更新游戏,识别设计缺陷或修复漏洞。因此,在提交游戏之前,我们决定编写代码以收集尽可能多的游戏玩法信息,并在两次公开活动期间进行了相当有限的游戏测试。然后,我们使用数据挖掘来寻找所使用平台的特殊特征,发现有趣的模式,并识别游戏设计中的缺陷和/或机会。总的来说,我们至少发现了一个与特定游戏模式的节奏有关的主要设计缺陷,并通过引入新的游戏元素加以解决。我们还发现了一些可以利用玩家使用设备的方式来调整游戏难度的设计机会。
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