4.3 Article

Using Simple Design Features to Recapture the Essence of Real-Time Strategy Games

期刊

IEEE TRANSACTIONS ON GAMES
卷 14, 期 4, 页码 569-578

出版社

IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC
DOI: 10.1109/TG.2021.3128753

关键词

Actions per minute (APM); company of heroes; game design; player behavior; real-time strategy (RTS); strategy; tactics

资金

  1. Ministry of Science and Technology, Taiwan [MOST(NSC)108-2511-H-009-010-MY3]

向作者/读者索取更多资源

This article discusses the characteristics of real-time strategy (RTS) games and presents a study on game design and player application of strategies and tactics.
Real-time strategy (RTS) games simulate battlefield leadership and tactical and strategic operations. Most overemphasize the number of actions per minute (APM), which encourages players to click rapidly and constantly rather than apply deliberate and finely tuned strategies or tactics. New RTS games featuring resource dispersion game mechanics aimed at reducing APM demand and promoting strategic planning are being released. We created three versions of a single RTS game, recruited players, recorded their game control data, and asked them to complete a simple after-game questionnaire. Data were used to analyze tactical and strategic applications. Player actions were observed and player opinions analyzed in an attempt to identify an optimal game structure as measured by strategic and tactical play.

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