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研究生: 王丞珍
Cheng-Jen Wang
論文名稱: 藉由盤面補充機制調整三消遊戲關卡體驗
Toward Gameplay Experience Control for Match-three Games with Farming Mechanism
指導教授: 戴文凱
Wen-Kai Tai
口試委員: 陳冠宇
陳俊成
學位類別: 碩士
Master
系所名稱: 電資學院 - 資訊工程系
Department of Computer Science and Information Engineering
論文出版年: 2019
畢業學年度: 107
語文別: 中文
論文頁數: 73
中文關鍵詞: 三消遊戲玩家體驗遊戲設計
外文關鍵詞: Match-three Games, Player Experience, Game Level Editor, Gameplay Control
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三消遊戲的規則簡單、操作容易,是種以隨機性作為特點的解謎遊戲。在關卡設計上,為了能持續給予玩家不同的遊戲體驗,關卡設計師通常透過新增遊戲元素,來生成多樣化的關卡。然而,當遊戲進度到了後期,變化繁多的元素與冗雜的目標,往往使關卡變得過於艱澀複雜,反而造成玩家流失。因此,能否在不調動遊戲元素的條件下控制遊戲體驗,則為此次研究的目標。

三消遊戲中,當玩家消除棋子,遊戲系統便會隨機生成不同類型的棋子來補滿盤面空缺,這樣的隨機性影響玩家決策與關卡發展,也帶來不同的遊戲體驗。以此發想,本論文提出一套針對三消遊戲的關卡體驗編輯系統,提供關卡設計師三項調整因子:參考區域、修正係數與控制盤數,來調整各類型棋子的生成機率,藉此影響關卡發展、產生不同的體驗。其中,參考區域的構想源自於圖像卷積中遮罩的觀念,各類型棋子的生成機率受到盤面特徵的影響,即使空缺位置不同,使用相同參考區域也能帶來相同體驗;而修正係數與控制盤數則用於調整參考區域帶來的體驗強度,讓體驗的變化更加靈活、細緻。此外,本論文將遊玩數據分為四類遊玩特徵,來分析玩家體驗的起伏,使關卡設計師可在遊戲發布前藉著模擬遊玩取得的遊戲數據,預先分析各種遊戲體驗,減少測試與修改所耗費的成本。

根據實驗結果,藉由我們提出的三消遊戲的關卡體驗編輯系統,在不調動遊戲元素的條件下,透過控制各類型棋子之生成機率即可生成不同遊戲體驗的關卡。另外,此系統還使關卡設計師能夠透過三項調整因子更加直覺地控制盤面變化,並帶給玩家不同遊玩體驗,而不需理解各類型棋子之生成機率的調整方式。不僅如此,藉由將遊玩數據分成四類遊玩特徵來顯現玩家體驗的起伏,關卡設計師就能分析模擬遊玩所得的四類遊玩特徵,並預測玩家體驗,使得關卡的體驗設計變得更加輕鬆。


Match-three games are characterized by randomness, and their rules are also easy to understand. In the level design, in order to keep giving players different game experiences, game designers usually generate levels by adding new elements. However, the diversified elements and the complicated goals often cause the players easily to lose in the back levels of the game. Therefore, our research goal is to control the game experience without changing elements.

In the match-three games, when the players eliminate the tiles, the game system will randomly generate different types of tiles to fill the empty cells. This randomness affects the players' plan and level development, and also brings different game experiences to players. We propose a level editor with three factors for the game designers to adjust the probability of each generating tile type and change the level development to bring different gameplay experiences. The probability of each generating tile type is affected by the region of interest in the grid. Even if the grids are different, using the same region of interest can bring the same experience to players. And, adjustment coefficient and the number of grids are used to adjust the intensity of the experience. In addition, this research divides game data into four kinds of experience features to analyze the player experience for game designer by simulating the game.

As the experimental results show, when we don't change the game elements, our method creates levels for different experiences with our level editor. In addition, our editor allows game designers to intuitively control experience by setting three factors without understanding how to adjust the probability of each generating tile type. Moreover, with the game data into four kinds of experience features to visualize the player experience, the game designers can analyze the experience features and predict the player experience, making the level design easier.

論文摘要 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . I Abstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . II 誌謝 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . III 目錄 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . IV 圖目錄 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . VI 表目錄 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . IX 1 緒論 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1.1 研究背景與動機 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1.2 研究目標 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 1.3 研究方法概述 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 1.4 研究貢獻 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 1.5 本論文之章節結構 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 2 文獻探討 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 2.1 三消遊戲介紹 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 2.2 難度對遊戲體驗之影響 . . . . . . . . . . . . . . . . . . . . . . . . . . 8 2.3 三消遊戲之動態難度控制 . . . . . . . . . . . . . . . . . . . . . . . . . 9 3 研究方法 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 3.1 參考區域 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 3.2 修正係數 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 3.3 控制盤數 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 4 實驗結果與分析 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 4.1 實作平台介紹 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 4.1.1 遊戲機制與關卡設定 . . . . . . . . . . . . . . . . . . . . . . . 20 4.1.2 參考區域編輯器 . . . . . . . . . . . . . . . . . . . . . . . . . . 20 4.1.3 關卡體驗編輯器 . . . . . . . . . . . . . . . . . . . . . . . . . . 21 4.2 遊玩數據分析方式 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 4.3 調整因子的測試與分析 . . . . . . . . . . . . . . . . . . . . . . . . . . 23 4.3.1 參考區域 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 4.3.2 修正係數 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 4.3.3 控制盤數 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 4.4 玩家測試 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 4.4.1 關卡定義 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 4.4.2 模擬遊玩數據分析與體驗預測 . . . . . . . . . . . . . . . . . . 46 4.4.3 玩家遊玩數據分析 . . . . . . . . . . . . . . . . . . . . . . . . 49 4.4.4 玩家問卷回饋分析 . . . . . . . . . . . . . . . . . . . . . . . . 54 5 結論與建議 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 5.1 結論 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 5.2 建議 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 參考文獻 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60

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