机器探索者的日志:探索《赛博朋克2077》的案例

IF 0.7 Q3 COMMUNICATION Journal of Gaming and Virtual Worlds Pub Date : 2022-04-01 DOI:10.1386/jgvw_00054_1
Marcello A. Gómez-Maureira, I. Kniestedt, Giulio Barbero, Hainan Yu, M. Preuss
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引用次数: 0

摘要

随着技术能力的提高,电子游戏为玩家提供了更广阔的虚拟世界来探索。设计师使用各种机制和关卡设计原则来鼓励这种探索。然而,是什么促使人们在虚拟环境中进行探索,哪些方法是成功的,目前还没有明确的定论。衡量玩家体验的方法通常是在游戏回合结束后追溯,依赖于回忆,因此容易遗漏不太突出的事件及其动机。当事件发生时记录事件可以成为一种收集数据的合适方法,但由于其自由形式的性质,在聚合数据点时提出了挑战。这使得我们很难识别出探索行为的总体模式。我们提出了一项探索性研究,旨在设计在游戏过程中收集信息的日志协议,专注于以平衡数据捕获和数据评估的方式记录探索时刻。我们描述了我们在创建原型过程中所做的努力,以及我们如何使用这种方法分析《赛博朋克2077》和其他几款游戏设计。我们的结果表明,勘探发生在事件→期望→解决的模式中。探索的动机取决于游戏通过营销和设计所产生的期望。与此同时,没有奖励的探索行为会迅速降低玩家的探索欲望。在记录探索实例时,添加情感词是必要的,以便将信息适当地置于语境中。本文将为记录游戏中的探索以及其他需要即时数据收集的情感或行为结构奠定基础。
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An explorer’s journal for machines: Exploring the case of Cyberpunk 2077
With increasing technological capabilities, video games provide ever more expansive virtual worlds for players to explore. Designers employ various mechanics and level design principles to encourage such exploration. However, what motivates people to explore in virtual environments, and which approaches are successful, is not yet clearly established. Methods for measuring player experience often take place retroactively after a play session, relying on recall, and are thus prone to missing less salient events and their motivations. Journaling events as they occur allow promises to be a suitable method of collecting data, but presents a challenge in aggregating data points due to their freeform nature. This makes it difficult to identify overarching patterns of exploration behaviour. We present an exploratory study in devising a journaling protocol for gathering information during gameplay sessions, focused on documenting moments of exploration in a manner that balances ease of data capture and data evaluation. We describe our efforts in prototyping this journaling method and how we used it to analyse Cyberpunk 2077 and several other game designs. Our results show that exploration occurs in a pattern of event → expectation → resolution. The motivation to explore depends on the expectations that a game raises through its marketing and design. At the same time, exploratory behaviour going unrewarded by the game quickly reduces the desire to explore. When recording instances of exploration, the addition of emotion words is essential in order to properly contextualize the information. This article lays the foundation for documenting exploration in games, as well as other emotional or behavioural constructs that require in-the-moment data collection.
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CiteScore
1.10
自引率
25.00%
发文量
8
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