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Dynamic difficulty adjustment for roleplaying games
Blekinge Institute of Technology, School of Planning and Media Design.
Blekinge Institute of Technology, School of Planning and Media Design.
2013 (English)Independent thesis Basic level (degree of Bachelor)Student thesis
Abstract [en]

This thesis explores the possibilities of employing a dynamic difficulty adjustment system in a role playing video game. The purpose is to aid developers in designing games that can detect and lead players into their own flow zone. We have developed theories and ways on how a system could do this, and then proceeded to make our own prototype to see if the theories would work. We then applied this to a game prototype to explore how this affects other game design choices. Results show that role playing games can adopt the system in different ways, that are all personal and individual to each game, but that the system in the end always should provide aid in game balance, and ultimately, leading the players towards their flow zone. It also resulted in some serious issues and loopholes that would require much attention if it is to be deployed in a commercial product.

Abstract [sv]

Denna uppsatsen utforskar möjligheterna av att använda ett dynamiskt svårighetsgradssystem i digitala rollspel. Syftet med arbetet är att ge utvecklare stöd med att designa spel som kan finna och hjälpa till att leda sina spelare till deras respektive flow-zon. Vi har utvecklat teorier och tillvägagångssätt för hur ett system skulle kunna göra detta och sedan fortsatt med att göra en egen prototyp för att vidare utforska hur det påverkar andra val i speldesign. Resultaten visar att rollspel kan anpassa sig efter systemet på ett antal olika sätt, där alla olika sätt är unika till spelet i fråga, men att systemet alltid ger stöd i spelbalansering och i slutändan leder spelaren till dess flow-zon. Det resulterade också i ett antal allvarliga problem som kräver mycket uppmärksamhet innan systemet kan användas för kommersiellt bruk.

Place, publisher, year, edition, pages
2013. , 32 p.
Keyword [en]
adaptive difficulty, challenge, flow, digital games, role playing games, adaptiv svårighetsgrad, utmaning, digitala spel, rollspel
National Category
Computer Science Human Computer Interaction Media and Communications
Identifiers
URN: urn:nbn:se:bth-2740Local ID: oai:bth.se:arkivex6CBA2C706A2D59E7C1257B99003FAB2FOAI: oai:DiVA.org:bth-2740DiVA: diva2:830032
Uppsok
Social and Behavioural Science, Law
Supervisors
Available from: 2015-04-22 Created: 2013-06-29 Last updated: 2015-06-30Bibliographically approved

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fulltext(421 kB)1298 downloads
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School of Planning and Media Design
Computer ScienceHuman Computer InteractionMedia and Communications

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CiteExportLink to record
Permanent link

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Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf