The difference of player's action code by playing experience in combat oriented situation of FPS game

GyuHyeok Choi, Mijin Kim
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Abstract

It may be a good use for setting and changing components of game levels to analyze a FPS game player's goal-oriented action pattern. This article chooses test groups for novice and expert depending on game players' experience and verifies game actions seen through repetitive experiences. Furthermore, the actions which appear group by group are classified and coded so that the level of interaction with players according to game level may be ascertained with their change process. Accordingly, this study may be helpful to suggest a detailed modification method for correct expectation and game level in the situation of each game play.
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在FPS游戏的战斗导向情境中,玩家的行为代码与体验的差异
它可以很好地用于设置和改变游戏关卡的组成部分,以分析FPS游戏玩家的目标导向型行动模式。本文根据游戏玩家的经验选择新手和专家测试组,并通过重复体验来验证所看到的游戏动作。此外,对每组出现的动作进行分类和编码,以便根据游戏级别确定与玩家的互动水平,并通过其变化过程来确定。因此,本研究可能有助于提出一种详细的修正方法,以正确的期望和游戏水平在每个游戏的情况下。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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