Thesis Análisis y evaluación de patrones de diseño para la presentación de metas en videojuegos
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Date
2025-08
Authors
Journal Title
Journal ISSN
Volume Title
Program
Ingeniería Civil Informática
Departament
Campus
Campus Santiago San Joaquín
Abstract
En el desarrollo de videojuegos uno de los principales aspectos del diseño son las metas y cómo son presentadas, ya que le dan propósito al juego. Sin embargo, idear cómo se muestran es una tarea compleja, al tener que balancear la facilidad de aprendizaje con el hecho de que los jugadores no quieren sentir que el juego les “lleva de la mano”. En este trabajo se postularon 14 patrones reutilizables en cualquier tipo de juego para presentar metas, con el propósito de validarlos en distintos casos de uso y definirlos detalladamente para facilitar el proceso de diseño de futuros juegos. Para esto, se creó un videojuego del género plataformas en 2D con 4 versiones distintas, donde cada una incluye una combinación distinta de los patrones. Cada experiencia fue testeada por 10 personas y se tomó nota de su desempeño, sus comentarios y las respuestas que entregaron a una encuesta de satisfacción enfocada en conocer qué tanto disfrutaron el juego. Analizando el disfrute y las observaciones realizadas en las pruebas, se verificaron completamente 10 de los patrones, en ciertos casos de uso se encontró evidencia de utilidad para 2 y no se pudo asegurar la efectividad para otros 2. En particular, se determinó que cada patrón tiene distintas especialidades y se deben contrastar al momento de diseñar, considerando las habilidades del jugador, el caso de uso, los recursos disponibles, la estética y cuáles son los pilares de diseño del juego en cuestión.
In Game Development, one of the main aspects of design are the objectives and how they are presented to players, since they are what gives purpose to the act of play. However, figuring out how to make them isn’t an easy task as game designers are required to balance ease of learning with the reality that players don’t want to feel like the game is “holding their hand”. In this work there are 14 reusable patterns for showing and explaining objectives in any genre of videogame. Each one was tested with the purpose of verify them in different use cases and were defined in detail to help in the design process of future games. To test each pattern a 2D platformer game was created with 4 different versions, where each has a distinct combination of patterns included. The versions were tested by 10 players to collect data about their performance, comments and responses to a satisfaction survey made to know how much they enjoyed the game. Through analysis of the survey and the observations made during the tests 10 of the 14 patterns were completely verified, while 2 were found to be of use in some cases while the last 2 didn’t have enough evidence to certify their usefulness. Specifically, it was concluded that each pattern has different specialties which must be compared when designing, considering the skill of the expected player, the use case, the resources available, the art style and the design pillars of the game.
In Game Development, one of the main aspects of design are the objectives and how they are presented to players, since they are what gives purpose to the act of play. However, figuring out how to make them isn’t an easy task as game designers are required to balance ease of learning with the reality that players don’t want to feel like the game is “holding their hand”. In this work there are 14 reusable patterns for showing and explaining objectives in any genre of videogame. Each one was tested with the purpose of verify them in different use cases and were defined in detail to help in the design process of future games. To test each pattern a 2D platformer game was created with 4 different versions, where each has a distinct combination of patterns included. The versions were tested by 10 players to collect data about their performance, comments and responses to a satisfaction survey made to know how much they enjoyed the game. Through analysis of the survey and the observations made during the tests 10 of the 14 patterns were completely verified, while 2 were found to be of use in some cases while the last 2 didn’t have enough evidence to certify their usefulness. Specifically, it was concluded that each pattern has different specialties which must be compared when designing, considering the skill of the expected player, the use case, the resources available, the art style and the design pillars of the game.
Description
Keywords
Interacción humano-computador, Diseño de juegos, Interfaces usuarias, Usabilidad, Diversión, Human-computer interaction, Game design, User interfaces, Usability, Fun