第五章、 結論與建議
5.4 後續研究與建議
本研究的第一個主題以電玩之購買過程為對象來思考如何設計 電玩,其中研究的電玩購買者為購買後將實際操作使用的玩家,但是 有許多的電玩購買者可能只發生購買行為而非實際的電玩操作者,例 如父母親購買給小孩子的電玩之購買過程就屬於這一類的購買行 為。此時因為購買者並非玩家,可能有其他不同的考量,因此會導致 產生不同的電玩設計特徵與其相對重要性,在此情境下,要如何有效 的吸引這些購買者,將是後續研究的另一個方向,而吾人正規劃進行 研究中。同時本研究以動作型電玩中之 PacMan 為研究主題,對於其 他種類的動作型電玩,甚至其他類型的電玩,都可能有不同的相對重 要之設計特徵會影響這些電玩的設計思考方向,皆可成為未來後續研
究的目標。
而本研究的第二個主題以電玩設計者的角度來選擇適切的設計 方案,雖然結合類神經網路與基因演算法已成功應用在動作型電玩展 示設計上,但是其他型式的數位內容應用仍有待進一步的探討。這些 數位內容應用包括不同型式類別的電玩、多媒體、動畫電影、數位學 習與行動裝置的人機介面設計都是值得未來繼續努力的方向。
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附錄一:PacMan(小精靈)原型電玩畫面
附錄二:28 個 PacMan 實驗題材與遊戲發行公司
PacMan 電玩名稱 遊戲發行公司
Mac-Man Master Key
Alezy Ablaze Space
Pacman Paul Neave
Mango Quest Mango Quest GJ Pacman GJ Games Money Mania AXYSOFT
Eatman Relax Games Ltd.
Deep Pac Deep Digital Space
Pac-Guy Astral Entertainment
Amazin’ SPISPOPD Hamumu Software Pac-Guy2, Part3:Pacula’s Curse Astral Entertainment Pac Bomber Alawar Entertainment Pac Mania II Alawar Entertainment
Capman Jani Immonen
Pac Mania 2D+ Alawar Entertainment
Gubble Actual Entertainment
Pac Doom Alex Abscom
Pac-Guy2 Astral Entertainment
Pacman Aldo Varqas
Pac World Johannes Wallroth Billy The Kid Hordcore Processing
Skull-Man Skullbyte Processor man Ari Feldman
GJ Pacman Amazement GJ Games
Win Pac 2 Tyler Dauwalder Maniac Maze Xtreme Games LLC Squark Soleau Software Inc.
Pac Mania Alawar Entertainment
附錄三:「購買過程」吸引玩家的動作型電玩設計特徵
設 計 特 徵
DF1: 遊戲情節難以預料 (Scenario is unpredictable) DF2: 遊戲情節時常變化 (Scenario is varying) DF3: 遊戲情節具戲劇化 (Scenario is dramatic) DF4: 場景新穎 (Scene is creative)
DF5: 場景逼真 (Scene is looking-real) DF6: 場景色彩豐富 (Scene is colorful) DF7: 場景複雜 (Scene is complex) DF8: 場景時常變化 (Scene is varying)
DF9: 場景轉換平順 (Scene transmits smoothly) DF10: 遊戲角色新穎 (Character is creative)
DF11: 遊戲角色動作逼真 (Character looks like a real person) DF12: 角色的風格很像我本人 (Character’s style is similar to mine) DF13: 對手厲害 (Opponent is competitive)
DF14: 對手難以預料 (Opponent is unpredictable) DF15: 遊戲的武器配件新穎 (Weapons are creative) DF16: 遊戲的武器配件厲害 (Weapons are powerful)
附錄三(續)
DF17: 背景音樂符合場景 (Background music suits the scene) DF18: 背景音樂時常變化 (Background music is varying) DF19: 音樂節奏符合情境 (Music tempo suits the plot)
DF20: 音效要反應事件的發生 (Sound effect varies with events) DF21: 音效要符合事件 (Sound effect suits the event)
DF22: 音效要足夠大聲 (Sound effect is loud enough) DF23: 音效要時常變化 (Sound effect is varying)
DF24: 關卡難度可自行選擇 (Level difficulty is flexible to choose) DF25: 每一關可得到新技巧 (New skills are acquired at every level) DF26: 關卡難度逐漸增加 (Level difficulty increases progressively) DF27: 可以跳關 (Levels can be skipped)
DF28: 開頭幾關容易過關 (Beginning levels are easy) DF29: 後幾關不容易得高分 (Final levels are difficult) DF30: 遊戲速度足夠快 (Pace is fast enough)
DF31: 遊戲速度時常改變 (Pace is varying)
DF32: 輸入裝置容易操控 (Input device is easy to control) DF33: 可以存檔續關 (Game can be saved for continuity)
附錄三(續)
DF34: 可讓兩個以上的遊戲者輪流玩 (More than one player can participate)
DF35: 可見高分排行榜 (High score board can be viewed) DF36: 遊戲得分可以累積 (Game scores can be accumulated) DF37: 可獲得虛擬獎勵 (Virtual token can be won)
DF38: 遊戲指示明確 (Instruction is clear)
DF39: 即時資訊確實更新 (Real-time information is updated)
附錄四:設計特徵之相對貢獻度與累積貢獻度
附錄四(續)
DF32: 輸入裝置容易操控 2.35 66.39 DF36: 遊戲得分可以累積 2.29 68.68
DF21: 音效要符合事件 2.20 70.88
DF8: 場景時常變化 2.18 73.06
DF30: 遊戲速度足夠快 2.17 75.23
DF2: 遊戲情節時常變化 2.12 77.35
DF14: 對手難以預料 2.06 79.41
DF7: 場景複雜 2.03 81.44
DF5: 場景逼真 1.95 83.39
DF33: 可以存檔續關 1.74 85.13
DF6: 場景色彩豐富 1.71 86.84
DF35: 可見高分排行榜 1.58 88.42
DF39: 即時資訊確實更新 1.50 89.92 DF31: 遊戲速度時常改變 1.43 91.35
DF9: 場景轉換平順 1.41 92.76
DF19: 音樂節奏符合情境 1.30 94.06
DF27: 可以跳關 1.24 95.30
DF1: 遊戲情節難以預料 0.97 96.27
附錄四(續)
DF37: 可獲得虛擬獎勵 0.95 97.22
DF26: 關卡難度逐漸增加 0.85 98.07 DF17: 背景音樂符合場景 0.69 98.76
DF38: 遊戲指示明確 0.59 99.35
DF22: 音效要足夠大聲 0.39 99.74
DF18: 背景音樂時常變化 0.26 100.00 本研究訓練良好之類神經網路資訊: BPN (39-10-1) (倒傳遞類神經網路:輸入層 39 個節點,隱藏層 10 個節點,輸出層 1 個節點), RMS: 0.018674, Correlation:
0.99461。