Measuring Difficulty in Platform Videogames

Detalhes bibliográficos
Autor(a) principal: Mourato, Fausto
Data de Publicação: 2010
Outros Autores: Santos, Manuel Próspero dos
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.26/6087
Resumo: Automatic generation of game levels improves replayability and also allows content adaptation. One important aspect to take into account in the creation of any videogame is difficulty, in particular when it is possible to adapt content. However, defining difficulty is not a straight subject. In this paper we propose a metric for game difficulty in platform levels, mostly based on users’ losing probability for each obstacle. This metric can be further used in automated processes that generate levels for this type of games, helping the process to recognize whether a level is suitable or not for a certain player. We also present some examples of the usage of this metric in commercial games.
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spelling Measuring Difficulty in Platform VideogamesHuman FactorsPlatform videogamesDifficulty measurementAutomatic generation of game levels improves replayability and also allows content adaptation. One important aspect to take into account in the creation of any videogame is difficulty, in particular when it is possible to adapt content. However, defining difficulty is not a straight subject. In this paper we propose a metric for game difficulty in platform levels, mostly based on users’ losing probability for each obstacle. This metric can be further used in automated processes that generate levels for this type of games, helping the process to recognize whether a level is suitable or not for a certain player. We also present some examples of the usage of this metric in commercial games.Repositório ComumMourato, FaustoSantos, Manuel Próspero dos2014-03-13T16:32:07Z2010-102010-10-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.26/6087enginfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-21T09:50:33Zoai:comum.rcaap.pt:10400.26/6087Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T23:06:36.405779Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Measuring Difficulty in Platform Videogames
title Measuring Difficulty in Platform Videogames
spellingShingle Measuring Difficulty in Platform Videogames
Mourato, Fausto
Human Factors
Platform videogames
Difficulty measurement
title_short Measuring Difficulty in Platform Videogames
title_full Measuring Difficulty in Platform Videogames
title_fullStr Measuring Difficulty in Platform Videogames
title_full_unstemmed Measuring Difficulty in Platform Videogames
title_sort Measuring Difficulty in Platform Videogames
author Mourato, Fausto
author_facet Mourato, Fausto
Santos, Manuel Próspero dos
author_role author
author2 Santos, Manuel Próspero dos
author2_role author
dc.contributor.none.fl_str_mv Repositório Comum
dc.contributor.author.fl_str_mv Mourato, Fausto
Santos, Manuel Próspero dos
dc.subject.por.fl_str_mv Human Factors
Platform videogames
Difficulty measurement
topic Human Factors
Platform videogames
Difficulty measurement
description Automatic generation of game levels improves replayability and also allows content adaptation. One important aspect to take into account in the creation of any videogame is difficulty, in particular when it is possible to adapt content. However, defining difficulty is not a straight subject. In this paper we propose a metric for game difficulty in platform levels, mostly based on users’ losing probability for each obstacle. This metric can be further used in automated processes that generate levels for this type of games, helping the process to recognize whether a level is suitable or not for a certain player. We also present some examples of the usage of this metric in commercial games.
publishDate 2010
dc.date.none.fl_str_mv 2010-10
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