PaceMaker:用于视频游戏节奏设计的实用工具
摘要
为视频游戏设计节奏 presents a unique set of challenges. Due to their interactivity, non-linearity, and narrative nature, many aspects must be coordinated and considered simultaneously. In addition, games are often developed in an iterative workflow, making revisions to previous designs difficult and time-consuming. In this paper, we present PaceMaker, a toolkit designed to enable common design workflows for pacing while addressing the challenges above. We conducted initial research on pacing and then implemented our findings in a platform-independent application that allows the user to define simple state diagrams to deal with the possibility space of games. The user can select paths on the directed graph to visualize a node's data in diagrams dedicated to intensity and gameplay category. After implementation, we created a demonstration of the tool and conducted qualitative interviews. While the interviews raised some concerns about the efficiency of PaceMaker, the results demonstrate the expressiveness of the toolkit and support the need for such a tool.
引用
@article{arxiv.2408.15001,
title = {PaceMaker: A Practical Tool for Pacing Video Games},
author = {Julian Geheeb and Daniel Dyrda and Sebastian Geheeb},
journal= {arXiv preprint arXiv:2408.15001},
year = {2024}
}
备注
To be published in "IEEE Conferences on Games 2024 Proceedings", 8 pages, 5 figures