Thesis Patrones de diseño de interfaces para videojuegos en primera persona
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Date
2023
Journal Title
Journal ISSN
Volume Title
Program
Ingeniería Civil Informática
Departament
Campus
Campus Santiago San Joaquín
Abstract
En la industria del desarrollo de videojuegos, el diseno de interfaces es esencial, pero a menudo subestimado. Por ende, se suelen diseñar interfaces deficientes que frustran a los jugadores y, eventualmente, afectan a los ingresos de los desarrolladores y distribuidores. Contrario a las aplicaciones desktop o paginas Web, es dificil encontrar patrones de diseño de interfaces para videojuegos ya validados experimentalmente. La ausencia de estos patrones genera una necesidad de recurrir a fuentes externas para comprender el juego, una experiencia de juego menos fluida y gastos adicionales para los desarrolladores.
Centrandose específicamente en juegos con camara en primera persona, se proponen 10 patrones descubiertos a traves de la observación de las interfaces de varios juegos populares. Para validar los patrones, se implementaron 3 experiencias sobre el mismo juego, en el cual los jugadores deben completar ciertos objetivos, siendo ayudados por estos patrones. Al terminar el juego, los usuarios respondieron una encuesta.
Las 3 experiencias difieren tanto en el tiempo, porcentaje de exito y satisfacción con diferentes aspectos del juego. La experiencia mas exitosa es aquella que implementa los patrones Diario y Progreso en el juego, mientras que la mas rápida fue aquella que tenía implementado el Compás y el Diario. La experiencia con los patrones Logros y Marcadores fue completada menos que las otras dos experiencias. Hay evidencia de la utilidad de 7 de los 10 patrones propuestos, ya sea a traves del desempeño o de la encuesta de los jugadores.
In the videogames development industry, interface design is essential, but often underestimated. Consequently, poor interfaces are often designed, which frustrate players and, eventually, affect developers’ and distributors’ revenues. Contrary to desktop applications or Web pages, it is difficult to find experimentally validated interface design patterns for videogames. The absence of these patterns leads to the need to resort to external sources to understand the game, a less fluid game experience and additional expenses for developers. Focusing specifically on first person camera games, 10 patterns discovered through observation of the interfaces of several popular games are proposed. To validate the patterns, 3 experiences were implemented on the same game, in which players must complete certain objectives, being aided by these patterns. At the end of the game, users responded to a survey. The 3 experiences differed in time, success rate and satisfaction with different aspects of the game. The most successful experience is the one that implements the Journal and Progress in game patterns, while the fastest was the one that had the Compass and Journal implemented. The experience that implemented the Achievements and Markers patterns was less completed than the other two experiences. There is evidence of the usefulness of 7 of the 10 patterns.
In the videogames development industry, interface design is essential, but often underestimated. Consequently, poor interfaces are often designed, which frustrate players and, eventually, affect developers’ and distributors’ revenues. Contrary to desktop applications or Web pages, it is difficult to find experimentally validated interface design patterns for videogames. The absence of these patterns leads to the need to resort to external sources to understand the game, a less fluid game experience and additional expenses for developers. Focusing specifically on first person camera games, 10 patterns discovered through observation of the interfaces of several popular games are proposed. To validate the patterns, 3 experiences were implemented on the same game, in which players must complete certain objectives, being aided by these patterns. At the end of the game, users responded to a survey. The 3 experiences differed in time, success rate and satisfaction with different aspects of the game. The most successful experience is the one that implements the Journal and Progress in game patterns, while the fastest was the one that had the Compass and Journal implemented. The experience that implemented the Achievements and Markers patterns was less completed than the other two experiences. There is evidence of the usefulness of 7 of the 10 patterns.
Description
Keywords
Videojuegos, Interfaces, Patrones