Abstract
This paper proposes a novel method to tune the entertainment impact of Role-playing-game (RPG) with a focus on three bottlenecks of the current RPG: (1) weapon trading system, (2) linear turn-based battle system, and (3) game rhythm and time, i.e., level-up system. We have chosen Diablo III and Trails of Cold Steel as benchmarks, and game refinement measure is employed for the assessment. It reveals that a reliable level up system is the key factor to make the players feel more exciting and adventurous. It then confirms the effectiveness of the proposed method which enables to numerically identify the components that need to be enhanced to improve the game and help creators design a more attractive game by the paradigmatic rules. Future works include the application of the proposed method in other domains such as serious games.
Keywords
A.B. Nordin—JAIST Visiting Fellow
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Acknowledgements
The authors wish to thank the anonymous referees for their constructive comments that helped to improve the article considerably. This research is funded by a grant from the Japan Society for the Promotion of Science (JSPS), within the framework of the Grant-in-Aid for Challenging Exploratory Research (grant number 26540189) and Grant-in-Aid for JSPS Fellow.
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Xiong, S., Peng, Y., Iida, H., Nordin, AB. (2016). An Approach to Entertainment Tuning in RPGs: Case Study Using Diablo III and Trails of Cold Steel. In: Bottino, R., Jeuring, J., Veltkamp, R. (eds) Games and Learning Alliance. GALA 2016. Lecture Notes in Computer Science(), vol 10056. Springer, Cham. https://doi.org/10.1007/978-3-319-50182-6_35
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DOI: https://doi.org/10.1007/978-3-319-50182-6_35
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