학술논문
MOBA게임 밸런스를 위한 게임 캐릭터 디자인 요소 분석 연구 : 중심으로 / Analysis of Game Character Design Factors for MOBA Game Balance : Focused on
Document Type
Dissertation/ Thesis
Source
Subject
Language
Korean
Abstract
近年来,随着游戏产业不断大众化,亚运会和奥运会纷纷计划推动电子竞技项目为正式比赛项目。 预计将在2024年成为奥运会的正式项目。 在电子竞技项目中有6款游戏被定为2018年亚运会的表演项目,2款为MOBA类型的游戏,而其中之一就是本次研究对象 — 《英雄联盟》。 虽然现在还不能断定《英雄联盟》直到亚运会和奥运会编为正式项目前依旧保持游戏产业的领先地位,但随着时间和游戏玩家增多,电子竞技也会被大众认可。 所以要进入亚运会和奥运会项目中,那么游戏的平衡是至关重要的一个要素。 亚运会和奥运会项目的公平、公正性是世界认可的。 但对于游戏来说是没有绝对的公平,公正性的,特别是游戏中的四个要素Mimicry,Agon,Alea,Llinx中,代表着幸运的Alea和游戏玩家本身的能力在游戏里即是相互冲突,也是相互融合的存在,但这种幸运是包含在游戏规则里的,就像是掷骰子游戏一样,它是不会影响游戏的平衡。 但MOBA类型的游戏是不一样的,游戏玩家在玩MOBA类型的游戏时是以自身的视角看到自己在游戏里的优秀战略和判断力,操作能力,以此为满足。所以本次研究的目的是找出影响游戏平衡的主要设计因素,分析这些因素对于游戏和游戏玩家的关系性,通过统计学把影响因素数字化,分析出这些因素对游戏玩家的影响,提供给游戏企划或游戏设计人员一些参考资料和建议。 首先,研究者把游戏世界(game world)分为数字世界和感官世界。 数字世界是游戏研究者们为了游戏平衡而研究的平衡数值(游戏中计算得出)。 现在关于游戏平衡的研究几乎都集中在游戏世界中的数字世界,而感官世界对于游戏平衡因素的研究少之又少,因为每个游戏玩家对游戏的感官上多多少少是不一样的,所以很难做到研究的准确性。 而在游戏世界里游戏玩家的感官世界是设计师需要考虑的部分,所以本次研究是以游戏的感官世界出发,针对4个感官世界的游戏设计要素进行分析,首先分析出大致分为两个类别,分别为玩家与游戏之间的相互作用要素和玩家与玩家之间的相互作用要素。 在玩家与游戏之间的相互作用要素中,可以分析出其中有Character要素和GUI要素,在玩家与玩家之间的相互作用要素中,可以分析出其中有Camera要素和Level要素。 而本次研究的主题是影响玩家游戏体验的要素,因游戏玩家的统一界面不会影响到玩家的游戏体验,所以GUI要素就不会影响到游戏的平衡,但游戏角色是多变的,也是多样的,有不确定性,所以可以推断出在玩家与游戏间的相互作用中,Character要素是会影响到游戏平衡的。 其次,找到影响游戏平衡的要素,‘Character要素’后,通过评论的方式询问身边的游戏玩家,在游戏体验的过程中是否对游戏角色的设计有不便的感觉。 调查研究分析结果,角色皮肤更新是会影响到游戏的平衡的主要因素, 游戏角色皮肤更新的多样化和突变会给游戏玩家带来视觉错误和体验上的不适。 为了找出角色皮肤更新中有哪些要素影响着游戏玩家的游戏体验,哪些要素对游戏玩家的游戏体验影响最深,研究者提取了角色皮肤更新中的设计要素,研究者把要素分为了两大类:变化要素和维持要素。 变化要素分为视觉要素和感官要素,视觉要素里有服装(Costume)、发型(Hair Style)、武器(Weapon)、皮肤(Skin)、装饰(Prop),感官要素里有VFX (Visual Effects)、角色动作(Character Motion)、音效(Sound Effect)。 维持要素是角色皮肤更新时不能改变的角色设计要素,共有三个要素,分别为体型(Body Type)、种族(Character Race)、重点(Power Center)。 分出这些要素以后为了明确研究对象,研究者选择了2017年10月份为止上市的角色和角色皮肤作为研究对象,且为了易于比较选择了有5个以上皮肤的角色和它的皮肤作为研究对象,并以变化要素中的视觉要素变化和感觉要素变化来进行分类。 分类后得出感觉要素的变化是少余视觉要素的,特别是坦克类型的角色皮肤只有24%有感觉要素的变化,角色类型占比由少到多是坦克(Tank)、战士(Fighter)、弓箭手(Marksman)、刺客(Assassin)、魔法师(Mage)、辅助(Support)。 最后,利用提取的8项变化要素作为假设,提出了8种假设,再利用这8个假设设计了问卷,并调查同时玩过匹配游戏和排位游戏,和使用过多个游戏角色皮肤的游戏玩家。 最后用t-test统计学分析法, 分析出8项变化要素是否对游戏玩家的游戏体验有影响,结果得出所有的变化要素对游戏体验多少都有影响,提出的8个假设都成立。 而其中影响最大的前三个要素有VFX、服装、武器,而影响最小的三个变化要素有皮肤、首饰、角色动作。 在此次调查中我们找到了游戏玩家喜好的规律有以下3点,第一,男性玩家和女性玩家在玩匹配游戏的时候喜欢VFX要素的变化。 第二,主玩坦克和辅助职业的玩家比较喜欢影响力大的变化要素。 第三,主玩弓箭手和魔法师职业的玩家不管是在匹配游戏还是排位游戏,都不喜欢角色动作上有变化。 研究者的未来研究方向是关于游戏世界(Game World)里感官世界中的玩家与玩家间的相互作用要素,此次研究中已经分析出其中有Camera要素和Level要素,Level要素是玩家间实施战略和竞争的空间,对于所有的玩家都是统一的战场,所以这里的Level要素是不会影响游戏的平衡。 玩家与玩家间的相互作用始于Camera要素,玩家会通过游戏视角(Game camera)来与其他人进行配合与进攻。 而游戏里的Camera要素对于 蓝队(Blue team)和红队(Red team)有着不公平的现象,为此未来研究方向定为以游戏平衡为侧重点的游戏Camera要素分析研究。 希望这些研究成果能给亚运会与奥运会成立电子竞技项目时提供一些游戏公正、公平性上的建议。
Recently, with the popularization of the game industry, both the Asian Games and the Olympic Games plan to set the e-sport as an official event. Now it will become an official event of Olympic Games as soon as 2024. Six games of the e-sport events were designated as perform events for the 2018 Asian Games, two of which were MOBA-type games, and one of which was the subject of this study named League of Legends. Although it can not sure that will lead the game industry until became the formal events in the Asian Games and Olympic Games, it is the trend that E-sport is recognized by the public, and with more and more players playing. So if become one of the events in the Asian Games and Olympic Games, the balance of the game will become one important factor. The fairness and impartiality of the Asian Games and Olympic Games are recognized by the world. But the game is never absolute fairness, especially the Mimicry, Agon, Alea, and Llinx, which are the four factors of the game. The Alea which represent the lucky is conflict with the ability of the game user in the game, they also integrate with each other, but the luck is included in the rules of the game, it does not affect the balance of the game like the dice game. But it is different of the type of MOBA. When playing the game like MOBA, the game users see their excellent strategy and judgment and plagiarism ability in the game from his own perspective and then satisfy. So this study is to find out the main design factors that affect the balance of the game and analyze the relationship between these factors and game user, digitize the influence of these factors on game user through statistics, and provide some reference materials and suggestions for game planners or game designers.Firstly, the researchers divide the world of the game into two aspects of digital and sense. The digital world is the equilibrium value in the game, the equilibrium value is calculated by the game researchers to ensure the balance of the games. No almost all the study on game balance are about the digital world in the game, while the studies of the sensory world on game balance factors are very few, because the sense to the games of each game user are basically same, so the research is difficult to ensure the accuracy. But the designers need to consider the sensory world of game user in the game world. So this study starts from the sensory world of the game and reaches four game design factors in the sensory worlds. First to divided into two categories, they are the interaction factors between user and the game and the interaction factors between user and user. In the interaction factors between user and game, it can analyze that there are character factors and GUI factors. In the interaction factors between user and user, it can analyze that there are camera factors and level factors. And this study is mainly to study the factors which influence the game experience of the users. Because the unified interface of game user will not affect the game experience of the users, so the GUI factors will not affect the game balance, but the game characters are changeable, diverse and uncertain, so it can infer that it will affect the game balance in the interaction between user and game.Secondly, finding the character factors which affect the balance of the game, and then ask the game users near by through the method of review, ask them whether they felt character design inconvenient in the game experience. The results of the research and analysis show that the character skin renovation is the main factor that will affect the balance of the game, and the diversification and mutation of the game character skin renovation will bring visual errors and discomfort to the game players. In order to find out the factors in the character skin renovation which affect the game experience of the users, and which factors have the most impact on the game experience of the users, the researchers extracted the design factors in the character skin renovation, the researchers divided the factors into two categories of change factors and maintain factors. Change factors are divided into visual factors and sensory factors. Visual factors include Costume, Hair Style, Weapon, Skin and Prop. Sensory factors include VFX, Character Motion and Sound Effect. Maintaining factors is an unchangeable character design factor when character skin renovation occurs. There are three factors: Body Type, Character Race and Power Center. After the separation of these factors, in order to clarify the research object, the researcher selected the character and character skin which were listed in October 2017 as there search object, and in order to facilitate the comparison, the character and its skin with more than 5 skins were selected as the research object, and classified them according to the visual and sensory changes in the change factors. After classification, it is concluded that the change of sensory factors is less than visual factors. Especially the character skin of Tank type, only 24% feel the sensory changes, and the proportion is from low to high is Tank, Fighter, Marksman, Assassin, Mage, Support.Finally, put forward eight hypotheses with eight change factors extracted as hypotheses, and then design a questionnaire with these eight hypotheses, and investigate the game users who have played both normal game and ranking game at the same time, and have used many game character skins. Finally, analyze whether eight change factors have an impact on game user's game experience with t-test statistical analysis method. The results show that all change factors have some impact on the game experience, and all the eight hypotheses are valid. The top three most influential factors are VFX, costume, and weapons, and the end three influential factors are skin, jewelry, and character movements. In this survey, we found three rules about the preferences of game users. First is the changes of VFX factors between male users and female users when playing normal games. Secondly, factors which the main tanks and assistant professions prefer the changes with large influential. Thirdly, the main Archer and magician professions don't like changes in character movements whether in normal game or ranking game.The future research will focus on the interaction factors between users in the sensory world of Game World. This study has conclude that there are camera factors and level factors. Level factors are the space for user to implement strategy and competition, and they are a unified battlefield for all users, so the level factors here will not affect the balance of the game. The interaction between users begins from the camera factors, and the users will cooperate and attack with each other through game cameras. The camera factors in the game are unfair to the blue team and the red team. So the future research is focused on the study of the game camera factors based on game balance. It is hoped that these research results will provide some suggestions to make sure the fairness of the games when the E-sport become the event of the Asian Games and the Olympic Games.
Recently, with the popularization of the game industry, both the Asian Games and the Olympic Games plan to set the e-sport as an official event. Now it will become an official event of Olympic Games as soon as 2024. Six games of the e-sport events were designated as perform events for the 2018 Asian Games, two of which were MOBA-type games, and one of which was the subject of this study named League of Legends. Although it can not sure that will lead the game industry until became the formal events in the Asian Games and Olympic Games, it is the trend that E-sport is recognized by the public, and with more and more players playing. So if become one of the events in the Asian Games and Olympic Games, the balance of the game will become one important factor. The fairness and impartiality of the Asian Games and Olympic Games are recognized by the world. But the game is never absolute fairness, especially the Mimicry, Agon, Alea, and Llinx, which are the four factors of the game. The Alea which represent the lucky is conflict with the ability of the game user in the game, they also integrate with each other, but the luck is included in the rules of the game, it does not affect the balance of the game like the dice game. But it is different of the type of MOBA. When playing the game like MOBA, the game users see their excellent strategy and judgment and plagiarism ability in the game from his own perspective and then satisfy. So this study is to find out the main design factors that affect the balance of the game and analyze the relationship between these factors and game user, digitize the influence of these factors on game user through statistics, and provide some reference materials and suggestions for game planners or game designers.Firstly, the researchers divide the world of the game into two aspects of digital and sense. The digital world is the equilibrium value in the game, the equilibrium value is calculated by the game researchers to ensure the balance of the games. No almost all the study on game balance are about the digital world in the game, while the studies of the sensory world on game balance factors are very few, because the sense to the games of each game user are basically same, so the research is difficult to ensure the accuracy. But the designers need to consider the sensory world of game user in the game world. So this study starts from the sensory world of the game and reaches four game design factors in the sensory worlds. First to divided into two categories, they are the interaction factors between user and the game and the interaction factors between user and user. In the interaction factors between user and game, it can analyze that there are character factors and GUI factors. In the interaction factors between user and user, it can analyze that there are camera factors and level factors. And this study is mainly to study the factors which influence the game experience of the users. Because the unified interface of game user will not affect the game experience of the users, so the GUI factors will not affect the game balance, but the game characters are changeable, diverse and uncertain, so it can infer that it will affect the game balance in the interaction between user and game.Secondly, finding the character factors which affect the balance of the game, and then ask the game users near by through the method of review, ask them whether they felt character design inconvenient in the game experience. The results of the research and analysis show that the character skin renovation is the main factor that will affect the balance of the game, and the diversification and mutation of the game character skin renovation will bring visual errors and discomfort to the game players. In order to find out the factors in the character skin renovation which affect the game experience of the users, and which factors have the most impact on the game experience of the users, the researchers extracted the design factors in the character skin renovation, the researchers divided the factors into two categories of change factors and maintain factors. Change factors are divided into visual factors and sensory factors. Visual factors include Costume, Hair Style, Weapon, Skin and Prop. Sensory factors include VFX, Character Motion and Sound Effect. Maintaining factors is an unchangeable character design factor when character skin renovation occurs. There are three factors: Body Type, Character Race and Power Center. After the separation of these factors, in order to clarify the research object, the researcher selected the character and character skin which were listed in October 2017 as there search object, and in order to facilitate the comparison, the character and its skin with more than 5 skins were selected as the research object, and classified them according to the visual and sensory changes in the change factors. After classification, it is concluded that the change of sensory factors is less than visual factors. Especially the character skin of Tank type, only 24% feel the sensory changes, and the proportion is from low to high is Tank, Fighter, Marksman, Assassin, Mage, Support.Finally, put forward eight hypotheses with eight change factors extracted as hypotheses, and then design a questionnaire with these eight hypotheses, and investigate the game users who have played both normal game and ranking game at the same time, and have used many game character skins. Finally, analyze whether eight change factors have an impact on game user's game experience with t-test statistical analysis method. The results show that all change factors have some impact on the game experience, and all the eight hypotheses are valid. The top three most influential factors are VFX, costume, and weapons, and the end three influential factors are skin, jewelry, and character movements. In this survey, we found three rules about the preferences of game users. First is the changes of VFX factors between male users and female users when playing normal games. Secondly, factors which the main tanks and assistant professions prefer the changes with large influential. Thirdly, the main Archer and magician professions don't like changes in character movements whether in normal game or ranking game.The future research will focus on the interaction factors between users in the sensory world of Game World. This study has conclude that there are camera factors and level factors. Level factors are the space for user to implement strategy and competition, and they are a unified battlefield for all users, so the level factors here will not affect the balance of the game. The interaction between users begins from the camera factors, and the users will cooperate and attack with each other through game cameras. The camera factors in the game are unfair to the blue team and the red team. So the future research is focused on the study of the game camera factors based on game balance. It is hoped that these research results will provide some suggestions to make sure the fairness of the games when the E-sport become the event of the Asian Games and the Olympic Games.