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A metric for automatically flagging problem levels in games from prototype walkthrough data

Published: 22 September 2015 Publication History

Abstract

Playtesting early and often is important for all game developers, but especially for the growing number of indie teams producing commercial games; however, playtesting game prototypes remains an expensive and time-consuming process. In this paper, we present a new game metric, automatically generated from prototype walkthrough data, which flags problematic levels so that developers know where to invest their effort in fixing the game. Created during the development of the commercial game Angus Hates Aliens, in collaboration with indie developer Team Stendec, our death-related problem level likelihood indicator (DPLI) is interpretable and actionable, i.e., it easily allowed the developer to know where to fix the game levels. Finally, DPLI correlated to enjoyment ratings for the game levels, suggesting that it was a good indicator of problems in the context of our prototype evaluation.

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  • (2022)(Don’t) stand by me: How trait psychopathy and NPC emotion influence player perceptions, verbal responses, and movement behaviours in a gaming taskProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3502014(1-17)Online publication date: 29-Apr-2022
  • (2016)Differentiating in-Game Frustration from at-Game Frustration using Touch PressureProceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces10.1145/2992154.2992185(225-234)Online publication date: 6-Nov-2016

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cover image ACM Other conferences
AcademicMindTrek '15: Proceedings of the 19th International Academic Mindtrek Conference
September 2015
230 pages
ISBN:9781450339483
DOI:10.1145/2818187
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 22 September 2015

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Author Tags

  1. game metrics
  2. heat maps
  3. indie
  4. level design
  5. playtesting

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AcademicMindTrek'15
AcademicMindTrek'15: Academic Mindtrek Conference 2015
September 22 - 24, 2015
Tampere, Finland

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AcademicMindTrek '15 Paper Acceptance Rate 33 of 51 submissions, 65%;
Overall Acceptance Rate 110 of 207 submissions, 53%

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Cited By

View all
  • (2022)(Don’t) stand by me: How trait psychopathy and NPC emotion influence player perceptions, verbal responses, and movement behaviours in a gaming taskProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3502014(1-17)Online publication date: 29-Apr-2022
  • (2016)Differentiating in-Game Frustration from at-Game Frustration using Touch PressureProceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces10.1145/2992154.2992185(225-234)Online publication date: 6-Nov-2016

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