非对称虚拟现实游戏子类型:对分析和设计的启示

Miah Dawes, Katherine Rackliffe, Amanda Lee Hughes, Derek L. Hansen
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摘要

本文确定了非对称虚拟现实(AVR)游戏的子类型,并提出了开发 AVR 游戏的 AVR 游戏类型(AVRGG)框架。为了开发 AVRGG,我们研究了 66 款 "野外 "游戏,并利用它确定了 AVR 游戏的 5 个子类型,包括 "大卫对歌利亚"、"捉迷藏"、"透视拼图"、"秩序模拟 "和 "生命线"。我们根据 AVRGG 框架描述了这些游戏类型(占所评 66 款游戏的近一半),该框架强调了机械、动态和美学类别中的显著不对称性。为了评估 AVRGG 框架的实用性,我们与游戏设计新手开展了四次工作坊(两次使用 AVRGG 框架,两次不使用),这些新手提出了 16 个原创 AVR 游戏概念。工作坊小组之间的比较、对设计环节的观察、焦点小组和调查显示了 AVRGG 框架作为设计工具的前景和局限性。我们发现,新手设计师只需经过简单的介绍,就能理解并应用 AVRGG 框架。观察结果表明,AVR 设计人员面临两个主要挑战:在 VR 和非 VR 玩家之间平衡游戏,以及生成原创游戏概念。由于 AVRGG 框架能够通过子类型实例启发游戏设计新手,并使他们注意到游戏的非对称机制和竞争/合作性质,因此有助于克服平衡方面的问题。在使用 AVRGG 框架进行设计的人中,有一半人设计的游戏直接符合现有的子类型,而另一半人则将子类型视为 "创意限制",有助于启动新颖的游戏设计,将现有的子类型进行组合、修改或有意回避。本文还概述了 AVRGG 框架的其他优点和局限性。
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Asymmetric VR Game Subgenres: Implications for Analysis and Design
This paper identifies subgenres of asymmetric virtual reality (AVR) games and proposes the AVR Game Genre (AVRGG) framework for developing AVR games. We examined 66 games “in the wild” to develop the AVRGG and used it to identify 5 subgenres of AVR games including David(s) vs. Goliath, Hide and Seek, Perspective Puzzle, Order Simulation, and Lifeline. We describe these genres, which account for nearly half of the 66 games reviewed, in terms of the AVRGG framework that highlights salient asymmetries in the mechanics, dynamics, and aesthetics categories. To evaluate the usefulness of the AVRGG framework, we conducted four workshops (two with the AVRGG framework and two without) with novice game designers who generated 16 original AVR game concepts. Comparisons between the workshop groups, observations of the design sessions, focus groups, and surveys showed the promise and limitations of the AVRGG framework as a design tool. We found that novice designers were able to understand and apply the AVRGG framework after only a brief introduction. The observations indicated two primary challenges that AVR designers face: balancing the game between VR and non-VR player(s) and generating original game concepts. The AVRGG framework helped overcome the balancing concerns due to its ability to inspire novice game designers with example subgenres and draw attention to the asymmetric mechanics and competitive/cooperative nature of games. While half of those who used the AVRGG framework to design with created games that fit directly into existing subgenres, the other half viewed the subgenres as “creative constraints” useful in jumpstarting novel game designs that combined, modified, or purposefully avoided existing subgenres. Additional benefits and limitations of the AVRGG framework are outlined in the paper.
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