Game Challenges and Difficulty Levels: Lessons Learned From RPGs

Video oyunları çocukluğumdan itibaren hayatımın önemli bir parçası oldu. Oyun oynamaktan aldığım keyif zamanla oyun yapmaya kadar gitti. Bu sıralarda Doç. Dr. Barbaros Bostan ile birlikte oyun araştırmaları üzerinde kafa patlattık. Bu makalede Barbaros Hoca’nın emeği benimkisinden çok daha fazladır. Onun National University of Singapore’da yürüttüğü doktora sonra araştırmaları ağırlıktadır. Makale’yi 2009 yılında iSaga konferansında sunduk. Güzel tartışmalara esin kaynağı oldu. Sanırım en çok atıf alan yayınlarımızdan birisidir. Özeti şöyleydi:

Maximizing player enjoyment in computer games is one of the most popular issues in game design. Different components of game fun have been determined by researchers in the past, but this article will focus on game challenges, difficulty levels, and their effects on player enjoyment. Various different genres exist in the computer gaming world, but it is important to note that roleplaying games provide diverse gaming challenges uniformly in their structure and require special attention in terms of player enjoyment. This study will focus on lessons learned from computer roleplaying games (CRPGs), giving examples from the best practices of the industry.

In accordance with the framework of two interconnected gaming and simulation communities (Klabbers, 2008), this article focuses more on the analytical sciences that use games for developing and testing theories, aiming to determine basic principles for designing game challenges by defining how each relevant issue is addressed on the selected RPGs and how they should be addressed by game designers to maximize player enjoyment. Different character development systems will be delineated, elements of character creation and progression in AD&D games will be examined in comparison with another contemporary gaming system. Advantages and disadvantages of different techniques used in adjusting game challenges will be discussed, the nature of the difficulty curve will be analyzed from a cognitive science perspective and an ideal difficulty curve for game comparisons will be proposed

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