標題: | 評量遊戲反派NPC強度的方法 Evaluative Method of Oppositional NPC's Strength in Games |
作者: | 蔡欣蓓 孫春在 Tsai, Shin-Bei Sun, Chuen-Tsai 資訊學院資訊學程 |
關鍵字: | 遊戲;怪物;強度;非玩家角色;多元線性迴歸;最小平方法;脊迴歸;心流;複雜度;Game;Monster;Strength;NPC;Multiple regression;Least squares method;Ridge Regression;Flow;Complexity |
公開日期: | 2017 |
摘要: | 在有反派NPC(怪物)角色的遊戲中,與怪物的對手戲牽引著玩家的情緒變化。怪物太強,玩家會感到挫敗;怪物太弱,玩家會感到無趣。唯有讓怪物強度維持平衡,玩家在遊戲中能體驗到挑戰跟技能達到平衡時,那種既專注又開心的感覺。讓玩家下次願意進入到同一款遊戲中,繼續進行遊戲。因此怪物強度的調整,是一個重要的研究。
遊戲設計師為了讓玩家能有好的遊戲體驗,耗費大量心力跟時間在調整怪物強度上。因此本研究推出一套評量反派NPC強度的方法,全面性地收集目前遊戲怪物的指標,推導出評量的公式,並結合多元線性迴歸的最小平方法跟改進共線性問題的脊迴歸,來得到具有預測性的係數,進而產生出評量反派NPC強度的系統。
藉由評量反派NPC強度的系統,可以幫助遊戲設計師快速地進行怪物強度的調整。並且將評量怪物強度的方法數據化,改善遊戲設計師運用過往經驗跟感覺來調整怪物強度,造成入行門檻過高,新手遊戲設計師無法勝任的問題。
本研究方法可以解決怪物強度指標失去平衡的問題,防止怪物強度只受單一指標影響,其他強度指標形同虛設的情況發生。進一步地,此方法可以廣泛地套用到大多數有怪物角色的遊戲中,並不局限只有本實驗所使用到的遊戲才可以使用。
藉由實驗方式來驗證本研究方法的可行性。雖然因為缺乏技能等級跟怪物與玩家對戰資料,只能進行基本型的實驗。但是這情況不影響對研究方法的驗證。因為本研究的研究方法設計的很有彈性,因應不同遊戲的需求,可以自由地新增與刪除套入公式的指標。本研究在假設遊戲沒有技能與相生相剋屬性設定的情況下和怪物不受玩家影響的前提假設下進行實驗。 The monsters influence the player's sentiment in the games which has oppositional NPC (monsters). When monsters are stronger than players, players will feel frustrations. When monsters are weaker than players, players will feel boring. If game designers balanced oppositional NPC's strength in the games, players will balance thier skills and challenges, players will in flow. The player is aware of his action and feels pleasure in flow. When the player has flow experience in the game, he will play the same game next time. Therefore balanced oppositional NPC's strength is important research. Game designers spend a lot of time and effort to evaluative monsters's strength. Game designers just for players have good game experiences. Hence my research provides evaluative method of oppositional NPC's strength in games. My research comprehensive collected monsters's parameters in games. Then the formula derived from parameters. Using least squares method of multiple regression and ridge regression to get coefficient predictably. Finally my research products system of evaluate oppositional NPC's strength. The method of evaluate oppositional NPC's strength can help game designers to adjust oppositional NPC's strength quickly. My research digitizes evaluative method of oppositional NPC's strength in games. Game designers use experience and sensation to adjust oppositional NPC's strength. Freshman of game designers don't have a lot of experiences to know how to adjust.Digitized evaluative methods can help freshmen of game designers to finish their work. My research can balance evaluative parameters. Avoid one Parameter to decide oppositional NPC's strength. My research's methods can use in a lot of games which has monsters. Not only Mabinogi but also other games can use the methods. My research uses an experiment to verify the methods work well. Because my experiment misses data that level of skill and players battled with monsters, my research does the basic experiment. The basic experiment doesn't effect research method's verification, because my research methods design flexibility. For different games's demand, users can add or delete formula's parameters freely. My experiment proposes a hypothesis. The hypothesis is the game doesn't have level of skill, attribute of complementary and opposing effects, and monsters don't effect by players. |
URI: | http://etd.lib.nctu.edu.tw/cdrfb3/record/nctu/#GT070356824 http://hdl.handle.net/11536/142361 |
顯示於類別: | 畢業論文 |