Balancing and testing a skill-based progression system for a mobile card game
Suojanen, Joni (2023)
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2023120835288
https://urn.fi/URN:NBN:fi:amk-2023120835288
Tiivistelmä
The aim of the study was to figure out and test what is a good skill tree balance
for commissioners’ game. It was also researched what is considered to be a good
pacing of skills and rewards in general.
Both qualitative and quantitative methods were used to research and test the
concepts in the thesis. A contextual study was made to research known aspects
affecting balance and motivation. Three testing methods were also used to find
out game-specific behaviour in commissioners’ game in the form of soft and hard
data. Testing methods included physical interviews in the form of playtests, self documentation in the form of a seven-day gameplay diary and game-specific
analytics recorded from a specific period.
The study showed that balance can be game-specific, but there are many
different routes to it. Theories such as self-determination theory and flow theory
are used as concepts to understand and develop good experiences for the player
and to seek a balance between elements of game design. The tests included in
the study also pointed out that pacing the early skill tree and modifying its
contents is essential for long-term playability in the game's current state, which
has been and will be useful to the commissioner in the development of the game Tutkimuksen tavoitteena oli selvittää ja testata, mikä on hyvä taitopuun tasapaino pelissä. Tutkittiin myös, mikä on yleisesti ottaen hyvä taitojen ja palkintojen etenemisen tahti. Sekä laadullisia että määrällisiä menetelmiä käytettiin käsitteiden tutkimiseen ja testaamiseen opinnäytetyössä. Kontekstitutkimus tehtiin selvittämään tasapainoa ja motivaatiota vaikuttavia tunnettuja näkökohtia. Kolme testausmenetelmää käytettiin myös selvittämään pelikohtaista käyttäytymistä pehmeän ja kovan datan muodossa. Testausmenetelmiin kuuluivat fyysiset haastattelut pelitestien muodossa, itse dokumentointi seitsemän päivän pelipäiväkirjan muodossa ja pelikohtaiset analytiikat, jotka tallennettiin tiettynä ajanjaksona. Tutkimus osoitti, että tasapaino voi olla pelikohtaista, mutta siihen on monia eri lähestymistapoja. Teorioita, kuten itsemääräämisteoriaa ja virtausteoriaa, käytetään käsitteinä pelaajan hyvien kokemusten ymmärtämiseen ja kehittämiseen sekä tasapainon löytämiseen pelisuunnittelun elementtien välillä. Tutkimukseen sisältyneet testit osoittivat myös, että varhaisen taitopuun tahdin säätäminen ja sen sisällön muokkaaminen ovat olennaisia pitkäaikaisen pelattavuuden kannalta pelin nykytilassa, mikä on ollut ja tulee olemaan hyödyllistä pelin kehittämisessä.
for commissioners’ game. It was also researched what is considered to be a good
pacing of skills and rewards in general.
Both qualitative and quantitative methods were used to research and test the
concepts in the thesis. A contextual study was made to research known aspects
affecting balance and motivation. Three testing methods were also used to find
out game-specific behaviour in commissioners’ game in the form of soft and hard
data. Testing methods included physical interviews in the form of playtests, self documentation in the form of a seven-day gameplay diary and game-specific
analytics recorded from a specific period.
The study showed that balance can be game-specific, but there are many
different routes to it. Theories such as self-determination theory and flow theory
are used as concepts to understand and develop good experiences for the player
and to seek a balance between elements of game design. The tests included in
the study also pointed out that pacing the early skill tree and modifying its
contents is essential for long-term playability in the game's current state, which
has been and will be useful to the commissioner in the development of the game
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