Essays about: "replayability"
Showing result 1 - 5 of 7 essays containing the word replayability.
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1. Getting Mortdogged : How high-ranking players experience randomness in Teamfight Tactics (TFT)
University essay from Uppsala universitet/Institutionen för speldesignAbstract : This bachelor thesis seeks to find out what players’ experiences with randomness in Teamfight Tactics (TFT) are like, what makes these experiences good and bad, and what a game developer can learn from them. TFT and Auto-Battlers in general are a topic that has not seen much research despite their immense popularity since their inception. READ MORE
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2. Enhancing video game experience with playtime training and tailoring of virtual opponents : Using Deep Q-Network based Reinforcement Learning on a Multi-Agent Environment
University essay fromAbstract : When interacting with fictional environments, the users' sense of immersion can be broken when characters act in mechanical and predictable ways. The vast majority of AIs for such fictional characters, that control their actions, are statically scripted, and expert players can learn strategies that take advantage of this to easily win challenges that were intended to be hard. READ MORE
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3. Designing for Replayability : Designing a game with a simple gameplay loop for the purpose of being replayable
University essay from Uppsala universitet/Institutionen för speldesignAbstract : Replayability in games is important to many players as it increases the amount of play time they get out of a game for the price they paid, which is why it is interesting to know how replayability can be promoted in games with simple mechanics. Previous research has categorised what motivates players to play a game again, as aspects of replayability. READ MORE
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4. Escape Room Generator
University essay from Göteborgs universitet/Institutionen för data- och informationsteknikAbstract : Escape rooms are real-life games where groups of players usually find themselves trapped in a room and must escape before time runs out. To achieve this, puzzles of various types must be solved, mainly through deductive reasoning or by discovery of hidden clues. READ MORE
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5. Mixed-initiative Puzzle Design Tool for Everyone Must Die
University essay from Malmö universitet/Institutionen för datavetenskap och medieteknik (DVMT)Abstract : The application of PCG to generate puzzles offers great value since their replayability is severely limited, requiring any game that employs them to produce many different puzzles. In this paper we propose a modified version of the progressive content generation approach to function as a mixed-initiative system, to create puzzles for the novel partially physics-based game \textit{Everyone Must Die}. READ MORE