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Advisor(s)
Abstract(s)
Nesta dissertação serão abordados e conjugados os seguintes temas: Dificuldade
Artificial, Designed Difficulty e Geração Procedimental. Esta junção vem a propósito da
tentativa de explorar um sistema de dificuldade que seja inovador e que permita a
existência de um maior leque de opções na forma como a dificuldade é implementada e
na forma como o balanceamento dos elementos do jogo é feito, sendo que a geração
procedimental será o fator principal para esta expansão de opções de design.
A abordagem aos dois temas de dificuldade acima referidos, será feita com foco em como
estes funcionam e como influenciam a jogabilidade na sua implementação, havendo um
particular interesse na forma como podem ser conjugados para criar novas experiências.
Quanto ao tema da geração procedimental, o ponto de interesse é o modo como esta
tecnologia pode ser benéfica para o design de vídeo jogos nas áreas do level design,
criação de objetos, criação de personagens, construção de áreas e colocação de objetos
num nível.
A dificuldade em vídeo jogos foi sempre utilizada como um método para forçar os
jogadores a envolverem-se mais na experiência e até mesmo para oferecer replayability
aos jogos. Por exemplo, com o advento das máquinas de arcade, os jogos que eles
continham eram, por norma, configurados com dificuldades altas para forçar os
jogadores a pagar mais se quisessem jogar mais, porque quando perdiam repetidamente,
também perdiam os seus créditos, o que os obrigava a gastar mais dinheiro. Com o
advento das consolas, a dificuldade tornou-se outro caso de desafio, os jogadores sentem
que têm obstáculos a superar, sentem-se desafiados pelo jogo e querem continuar a jogar
ou acabar o mesmo jogo repetidamente, a fim de sentirem-se satisfeitos ao superar as
dificuldades apresentadas.
In this dissertation the following themes will be addressed and combined: Artificial Difficulty, Designed Difficulty and Procedural Generation. This junction comes with the purpose of trying to explore a difficulty system that is innovative and that allows the existence of a greater range of options in the way the difficulty is implemented and the way the game elements are balanced, with the procedural generation being the main factor for this expansion of design options. The approach to the two themes of difficulty mentioned above will be made with a focus on how they work and how they influence the gameplay in their implementation, with a particular interest in how they can be combined to create new experiences. As for the topic of procedural generation, the point of interest is how this technology can be beneficial to video game design in the areas of level design, object creation, character creation, area building and placing objects in a level. Difficulty in video games has always been used as a method to force players to become more engaged in the experience and even to offer replayability to games. For example, with the advent of arcade machines, the games they contained were by default put into high difficulties to force players to pay more if they wanted to play more, because when they lost repeatedly, they lost their credits too, which forced them to spend more money. With the advent of consoles, difficulty has become another case of challenge, players feel like they have obstacles to overcome, they feel challenged by the game, and they want to keep playing, or play the same game over and over again, in order to feel satisfied when overcoming the difficulties presented.
In this dissertation the following themes will be addressed and combined: Artificial Difficulty, Designed Difficulty and Procedural Generation. This junction comes with the purpose of trying to explore a difficulty system that is innovative and that allows the existence of a greater range of options in the way the difficulty is implemented and the way the game elements are balanced, with the procedural generation being the main factor for this expansion of design options. The approach to the two themes of difficulty mentioned above will be made with a focus on how they work and how they influence the gameplay in their implementation, with a particular interest in how they can be combined to create new experiences. As for the topic of procedural generation, the point of interest is how this technology can be beneficial to video game design in the areas of level design, object creation, character creation, area building and placing objects in a level. Difficulty in video games has always been used as a method to force players to become more engaged in the experience and even to offer replayability to games. For example, with the advent of arcade machines, the games they contained were by default put into high difficulties to force players to pay more if they wanted to play more, because when they lost repeatedly, they lost their credits too, which forced them to spend more money. With the advent of consoles, difficulty has become another case of challenge, players feel like they have obstacles to overcome, they feel challenged by the game, and they want to keep playing, or play the same game over and over again, in order to feel satisfied when overcoming the difficulties presented.
Description
Keywords
Balanceamento Designed Difficulty Dificuldade Artificial Geração Procedimental Jogabilidade Level Design
