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Kontrollerad frihet i datorspel : Hur spelutvecklare styr dig genom din spelupplevelseBoman, Victor, Osmark, Lars January 2011 (has links)
När en spelstudio ska designa ett dataspel är det viktigt att veta hur konsumenten, det vill säga spelaren, kommer att spela spelet. Därför är det avgörande att genomföra speltester och samla in digital information för att få en så klar bild som möjligt över hur en spelare interagerar när denne spelar. En viktig sak för utvecklaren är att försöka få spelaren att investera sig själv i spelet, både emotionellt samt med sin tid. Syftet med vår undersökning är att försöka ta reda på vilket sätt spelutvecklare kan förutse och kontrollera hur en spelare skall spela ett datorspel. Vi har valt att göra denna undersökning på en specifik spelstudio samt på ett specifikt spel. Studion vi valt är Ubisoft Massive och vi tänker undersöka hur de gick tillväga då de utvecklade sitt spel World in Conflict. Vi genomförde en kvalitativ undersökning med hermeneutik som vetenskaplig utgångspunkt och vi samlade in vår empiri med hjälp av mejlintervjuer. De teorier vi använde oss utav var: logocentrisk narrativstruktur, verfremdungseffekt, rationalitet som teori, deterministisk A.I., MDI (människa-datorinteraktion), spelstudier med inriktning ludologi samt datamining. Undersökningen visar att Ubisoft Massive använder sig av ett flertal olika hjälpmedel för att förutbestämma hur spelaren skall spela spelet, bland annat med hjälp av datamining och speltestning. För att få spelaren mer investerad i spelet har de lagt mycket tid på många små detaljer som ljud, ljus och miljö. De använder sig av en deterministisk A.I. för att få A.I.:n att verka mer mänsklig och de använder sig olika communities för att stämma av med spelarna hur de önskar att spelet skall vara. / When a game designer starts the development of a videogame it is important to know how the consumer, that is the player, will play the game. It is crucial to perform game tests and gather other forms of information to understand how the player will interact with the game. It is also important to create a game which the player can connect to and want to immerse themselves in, emotionally as well as practically. The purpose of this study is to try to find out how game developers can predict and control how the player will play the game. We’ve decided to perform this study on one specific game developer and one of their released titles. The developer we’ve chosen is Ubisoft Massive and we’re going to examine how they went about developing the game World in Conflict. We performed a qualitative study with hermeneutics as our scientific standpoint, and we performed our empirical studies through mail-interviews. The theorems applied in the study is as follows: Logocentric narrative structure, distancing effect, rational choice theory, deterministic A.I., HCI (Human-Computer interaction), ludology based gamestudies as well as datamining. The study shows that Ubisoft Massive uses several developer tools to predict how the player will interact with the game, such as datamining and game testing. A lot of details have been used get the player invested in the game, such as lighting effects, sound design and environments. The game uses deterministic A.I. to make the non-player characters seem more organic and they’ve interacted with players on communities to find out what players are looking for in games.
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Elektroniska spel i tidningsfältet : En studie av recensenters förhållningssätt till dator- och TV-spel / Electronic games in the field of newspapers and magazines : A study of the critics’ way of looking at and writing about computer and video gamesPetersson, Andreas, Padu, Martin, Ahlin, Daniel January 2009 (has links)
<p>This paper considers the roles of critics, newspapers and magazines, in the process ofdescribing computer games and video games as either technical objects or products intendedfor entertainment.The making and “using” of computer games and videogames originates in small groups ofpeople possessing a lot of knowledge in computers, during a time when these kinds of deviceswere very expensive. But now, the gaming culture has grown and almost anyone in oursociety can own and play a video game. For that reason, one could ask the questions “are thegames and the people who plays them still parts of a ‘technical culture’?” and “do we needsome kind of prior knowledge to fully understand the videogame critics?”The critics represent “the official idea” of what a videogame is, how it works and if it is worthplaying. One should be able to trust them since they represent papers and magazines with anassignment to spread information of a serious character. Bourdieus “distinction of taste” and“capital theory” and Vedungs “idea analysis” aided us when we read and analyzed 18computer game and video game reviews in six Swedish news papers and gaming magazines.The conclusion we came up with was that the critics frequently focus their texts to cover the“story”, “graphics”, “feeling” and the “style/genre” of the reviewed games. These dimensionsare easy to understand even if one doesn’t have a lot of experience with video games. Theywere far more common than others that, for example, explained if the game was hard to play,if it contained any bugs (flaws) and discussions like “who would be likely to play thisgame?”, but sometimes they occurred. Dimensions like that require some prior knowledge.Some technical knowledge could help the reader understand more of the reviews, but arerarely essential. According to what we have read in the newspapers and magazines, gamesand gaming could consequently be considered less of a technical question and more of amatter of entertainment.</p>
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Elektroniska spel i tidningsfältet : En studie av recensenters förhållningssätt till dator- och TV-spel / Electronic games in the field of newspapers and magazines : A study of the critics’ way of looking at and writing about computer and video gamesPetersson, Andreas, Padu, Martin, Ahlin, Daniel January 2009 (has links)
This paper considers the roles of critics, newspapers and magazines, in the process ofdescribing computer games and video games as either technical objects or products intendedfor entertainment.The making and “using” of computer games and videogames originates in small groups ofpeople possessing a lot of knowledge in computers, during a time when these kinds of deviceswere very expensive. But now, the gaming culture has grown and almost anyone in oursociety can own and play a video game. For that reason, one could ask the questions “are thegames and the people who plays them still parts of a ‘technical culture’?” and “do we needsome kind of prior knowledge to fully understand the videogame critics?”The critics represent “the official idea” of what a videogame is, how it works and if it is worthplaying. One should be able to trust them since they represent papers and magazines with anassignment to spread information of a serious character. Bourdieus “distinction of taste” and“capital theory” and Vedungs “idea analysis” aided us when we read and analyzed 18computer game and video game reviews in six Swedish news papers and gaming magazines.The conclusion we came up with was that the critics frequently focus their texts to cover the“story”, “graphics”, “feeling” and the “style/genre” of the reviewed games. These dimensionsare easy to understand even if one doesn’t have a lot of experience with video games. Theywere far more common than others that, for example, explained if the game was hard to play,if it contained any bugs (flaws) and discussions like “who would be likely to play thisgame?”, but sometimes they occurred. Dimensions like that require some prior knowledge.Some technical knowledge could help the reader understand more of the reviews, but arerarely essential. According to what we have read in the newspapers and magazines, gamesand gaming could consequently be considered less of a technical question and more of amatter of entertainment.
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