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The Effect of Latency on User Performance in Warcraft III (2003)
| Content Provider | CiteSeerX |
|---|---|
| Author | Claypool, Mark Sheldon, Nathan Agu, Emmanuel Girard, Eric Borg, Seth |
| Abstract | Variable latency on the Internet is a well-known problem for interactive applications. With the increase in interactive network games comes the increased importance of understanding the effects of latency on user performance. Classes of network games such as First Person Shooters (FPS) and Real Time Strategy (RTS) differ in their user interaction model and hence susceptibility to variable latency. While previous work has measured the effects of latency on FPS games, there has been no systematic investigation of the effects of latency on RTS games. In this work, we design and conduct user studies that measure the impact of latency on user performance in Warcraft III, a popular RTS game. As a foundation for the research, we separated typical Warcraft III user interactions into the basic components of explore, build and combat, and analyzed each individually. We nd modest statistical correlations with latency for exploration, but very weak correlations for building and combat. Overall, the effect of even very high latency, while noticeable to users, has a negligible effect on the outcome of the game. We attribute this somewhat surprising result to the nature of RTS game-play that clearly favors strategy over the real-time aspects. |
| File Format | |
| Publisher Date | 2003-01-01 |
| Publisher Institution | In Proceedings of the ACM NetGames Workshop |
| Access Restriction | Open |
| Subject Keyword | First Person Shooter User Interaction Model Variable Latency Surprising Result Warcraft Iii Rts Game Real-time Aspect Favor Strategy Popular Rts Game Increased Importance Weak Correlation User Performance Well-known Problem Systematic Investigation Interactive Network Game Fps Game Typical Warcraft Iii User Interaction Network Game Interactive Application Negligible Effect High Latency Modest Statistical Correlation Rts Game-play Real Time Strategy Basic Component |
| Content Type | Text |
| Resource Type | Conference Proceedings |