Trade-offs between responsiveness and naturalness for player characters

Aline Normoyle, S. Jörg
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引用次数: 7

Abstract

Real-time animation controllers are fundamental for animating characters in response to player input. However, the design of such controllers requires making trade-offs between the naturalness of the character's motions and the promptness of the character's response. In this paper, we investigate the effects of such tradeoffs on the players' enjoyment, control, satisfaction, and opinion of the character in a simple platform game. In our first experiment, we compare three controllers having the same responsiveness, but varying levels of naturalness. In the second experiment, we compare three controllers having increasing realism but at the expense of decreased responsiveness. Not surprisingly, our least responsive controller negatively affects players' performance and perceived ability to control the character. However, we also find that players are most satisfied with their own performance using our least natural controller, in which the character moves around the environment in a static pose; that differences in animation can significantly alter players' enjoyment with responsiveness being equal; and that players do not report increased motion quality with our most natural controller, despite viewers outside of a game context rating the same controller as significantly more natural than our other conditions.
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在玩家角色的响应性和自然性之间进行权衡
实时动画控制器是根据玩家输入动画角色的基础。然而,这种控制器的设计需要在角色动作的自然性和角色反应的及时性之间做出权衡。在本文中,我们研究了这种权衡对玩家在简单平台游戏中的乐趣、控制、满意度和角色看法的影响。在我们的第一个实验中,我们比较了三个具有相同响应性但自然程度不同的控制器。在第二个实验中,我们比较了三种具有增强真实感但以降低响应性为代价的控制器。毫不奇怪,我们反应最慢的控制器会对玩家的表现和控制角色的感知能力产生负面影响。然而,我们也发现玩家最满意自己使用最不自然的控制器的表现,即角色以静态姿态在环境中移动;在响应性相同的情况下,动画的差异会显著改变玩家的乐趣;玩家并没有报告使用我们最自然的控制器时运动质量有所提高,尽管游戏环境外的观众认为相同的控制器比我们的其他条件下更自然。
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