标题: 评量游戏反派NPC强度的方法
Evaluative Method of Oppositional NPC's Strength in Games
作者: 蔡欣蓓
孙春在
Tsai, Shin-Bei
Sun, Chuen-Tsai
资讯学院资讯学程
关键字: 游戏;怪物;强度;非玩家角色;多元线性回归;最小平方法;脊回归;心流;复杂度;Game;Monster;Strength;NPC;Multiple regression;Least squares method;Ridge Regression;Flow;Complexity
公开日期: 2017
摘要: 在有反派NPC(怪物)角色的游戏中,与怪物的对手戏牵引着玩家的情绪变化。怪物太强,玩家会感到挫败;怪物太弱,玩家会感到无趣。唯有让怪物强度维持平衡,玩家在游戏中能体验到挑战跟技能达到平衡时,那种既专注又开心的感觉。让玩家下次愿意进入到同一款游戏中,继续进行游戏。因此怪物强度的调整,是一个重要的研究。
游戏设计师为了让玩家能有好的游戏体验,耗费大量心力跟时间在调整怪物强度上。因此本研究推出一套评量反派NPC强度的方法,全面性地收集目前游戏怪物的指标,推导出评量的公式,并结合多元线性回归的最小平方法跟改进共线性问题的脊回归,来得到具有预测性的系数,进而产生出评量反派NPC强度的系统。
藉由评量反派NPC强度的系统,可以帮助游戏设计师快速地进行怪物强度的调整。并且将评量怪物强度的方法数据化,改善游戏设计师运用过往经验跟感觉来调整怪物强度,造成入行门槛过高,新手游戏设计师无法胜任的问题。
本研究方法可以解决怪物强度指标失去平衡的问题,防止怪物强度只受单一指标影响,其他强度指标形同虚设的情况发生。进一步地,此方法可以广泛地套用到大多数有怪物角色的游戏中,并不局限只有本实验所使用到的游戏才可以使用。
藉由实验方式来验证本研究方法的可行性。虽然因为缺乏技能等级跟怪物与玩家对战资料,只能进行基本型的实验。但是这情况不影响对研究方法的验证。因为本研究的研究方法设计的很有弹性,因应不同游戏的需求,可以自由地新增与删除套入公式的指标。本研究在假设游戏没有技能与相生相克属性设定的情况下和怪物不受玩家影响的前提假设下进行实验。
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
显示于类别:Thesis