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Modelling Progression in Video Games
| Content Provider | Semantic Scholar |
|---|---|
| Author | Pereira, Pedro L. Valls |
| Copyright Year | 2016 |
| Abstract | Games of today are extremely dependent on procedurally generated content to engage players in replaying a game. Most endless-running platformer games tend to generate their content based solely on the duration of the current playthrough, ignoring completely the skill of the player. We propose a model for progression in video games, using the level of mastery of the player when using the different mechanics and overcoming the different challenges provided by the game. The model is used to determine which features (mechanics, challenges) will be presented next to the player in order to maintain the player engaged and in flow. We theorise that this model allows for an increased level of replayability, fun and engagement in video games, thanks to the constant adaption of the game to the skill of the player. This extended abstract follows the template used for the First Joint Conference of DiGRA and FDG. |
| File Format | PDF HTM / HTML |
| Alternate Webpage(s) | https://fenix.tecnico.ulisboa.pt/downloadFile/1689244997255528/extended_abstract.pdf |
| Alternate Webpage(s) | https://fenix.tecnico.ulisboa.pt/downloadFile/1689244997255527/dissertation.pdf |
| Language | English |
| Access Restriction | Open |
| Content Type | Text |
| Resource Type | Article |