Author:Patrick Wehrstein Supervisor: Prof. Gudrun Klinker Advisor: Daniel Dyrda (@ga67gub) Submission Date: [created]
Abstract
This paper evaluates the method and development of a tool designed to aid level designers in recognizing and correcting deviations from the intended player experience. These deviations occur due to the complex nature of level design and the method of planning player experience, which typically only includes the most intense points of the level’s pacing. This can lead to unintended periods where the player is between two of these points for longer than initially planned. To highlight these areas, this paper proposes a method of mapping player experience to gamespaces and provides a tool designed for that purpose. In addition, the tool enables higher-level evaluations through clustering. The paper analyzes the tool’s ability to map the provided information and its higher-level evaluation features. It proves the accuracy of the mapping process but raises questions about the validity of the higher-level evaluation methods. Further research of its use cases in real life are recommended.
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