Directly Controlling the Perceived Difficulty of a Shooting Game by the Addition of Fake Enemy Bullets

Jiale Zhang
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Abstract

Adjusting the balance between the player’s game skill and the difficulty level is one of the most important factors to improve the player’s engagement. However, it is still quite rare to find works that aim to straightly control the subjective difficulty perceived by the player. Our research question is whether or not it is possible to control the perceived difficulty just by adding enemy objects that do not raise the actual difficulty level. To investigate this issue, we designed a simple shooting game with two ‘fake enemy bullets’: Unreachable Bullets and Non-collisionable Bullets, which do not damage the player character. The experiment suggests that the non-collisionable bullet can efficiently increase the perceived difficulty level but the unreachable bullet does not. Such a study in novel techniques that can control the perceived difficulty without changing the actual difficulty could contribute to both research and practices in game design.
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通过添加假敌人子弹直接控制射击游戏的感知难度
调整玩家的游戏技能和难度水平之间的平衡是提高玩家粘性的最重要因素之一。然而,我们仍然很难找到能够直接控制玩家主观难度的作品。我们的研究问题是,是否有可能通过添加不提高实际难度的敌人物体来控制感知难度。为了研究这个问题,我们设计了一款带有两种“假敌人子弹”的简单射击游戏:不可触及的子弹和不可碰撞的子弹,这两种子弹不会伤害玩家角色。实验表明,非碰撞弹能有效提高感知难度,而不可及弹则不能。这种能够在不改变实际难度的情况下控制感知难度的新技术研究,将有助于游戏设计的研究和实践。
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