GameFlow heuristics for designing and evaluating real-time strategy games
Author(s) -
Penelope Sweetser,
Daniel Johnson,
Peta Wyeth,
Anne Ozdowska
Publication year - 2012
Publication title -
qut eprints (queensland university of technology)
Language(s) - English
Resource type - Conference proceedings
DOI - 10.1145/2336727.2336728
Subject(s) - heuristics , computer science , set (abstract data type) , turns, rounds and time keeping systems in games , game theory , game mechanics , human–computer interaction , management science , video game design , artificial intelligence , mathematics , engineering , mathematical economics , operating system , programming language
The GameFlow model strives to be a general model of player enjoyment, applicable to all game genres and platforms. Derived from a general set of heuristics for creating enjoyable player experiences, the GameFlow model has been widely used in evaluating many types of games, as well as non-game applications. However, we recognize that more specific, low-level, and implementable criteria are potentially more useful for designing and evaluating video games. Consequently, the research reported in this paper aims to provide detailed heuristics for designing and evaluating one specific game genre, real-time strategy games. In order to develop these heuristics, we conducted a grounded theoretical analysis on a set of professional game reviews and structured the resulting heuristics using the GameFlow model. The resulting 165 heuristics for designing and evaluating real-time strategy games are presented and discussed in this paper
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