2009
DOI: 10.1007/978-3-642-04052-8_3
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Scaling the Level of Difficulty in Single Player Video Games

Abstract: Abstract. In this this paper, we discuss the interest and the need to evaluate the difficulty of single player video games. We first show the importance of difficulty, drawing from semiotics to explain the link between tension-resolution cycles, and challenge with the player's enjoyment. Then, we report related work on automatic gameplay analysis. We show through a simple experimentation that automatic video game analysis is both practicable and can lead to interesting results. We argue that automatic analysis… Show more

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Cited by 27 publications
(17 citation statements)
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“…One of the important elements of a good game design is the issue of how to tackle the games to be difficult enough so that the players can feel enough challenges [3]. Measuring difficulty is thus a fundamental part of game design [2,3,8].…”
Section: Difficulty and Familiarity In Gamesmentioning
confidence: 99%
See 3 more Smart Citations
“…One of the important elements of a good game design is the issue of how to tackle the games to be difficult enough so that the players can feel enough challenges [3]. Measuring difficulty is thus a fundamental part of game design [2,3,8].…”
Section: Difficulty and Familiarity In Gamesmentioning
confidence: 99%
“…Measuring difficulty is thus a fundamental part of game design [2,3,8]. However, no precise definition of difficulty for games can be found and neither do the proper methodology or tools to measure difficulty exist [3].…”
Section: Difficulty and Familiarity In Gamesmentioning
confidence: 99%
See 2 more Smart Citations
“…A few among them include the algorithmic increase of speed in Tetris (and many other classic arcade games), increase of opponent aggression in the game of Halo, adaptive opponent attack in Max Payne, removal of the radar in Metal Gear Solid with level up, improved combo attack in Street Fighter, and adaptive zombie spawning in Left4Dead. Research has explored different metrics of player performance [2], [3] or means of increasing the difficulty for the player [4].…”
Section: Related Workmentioning
confidence: 99%