|Prof. Gudrun Klinker
|Dyrda, Daniel (@ga67gub)
One challenging aspect of game design is the concept of pacing. Pacing is a tool to entice the players to invest more hours in the game. Nevertheless, pacing is a static variable from the perspective of designers and a dynamic variable from the perspective of players. Meaning, the designer cannot dynamically adjust the pace in the game in moments of boredom or anxiety. However, players have more control over their own gameplay. This problem is significantly visible in nonlinear video games, where the player is given the freedom to choose their own desired pathways, quests, and goals. The aim of this bachelor thesis is to construct a solution to make pacing a dynamic variable from the perspective of the designers, in order to analyze and train data, which can be a beneficial tool to provide an optimal gaming experience for the players. To do so, this thesis defines the concept of pacing, introduces the various perspectives of gamespaces and identifies the characteristics of nonlinear gamespaces. The thesis proceeds with outlining an architectural design for an adaptive framework that can be used to solve the aforementioned problem statement.
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