作者: Pier Luca Lanzi , Daniele Loiacono , Emanuele Parini , Federico Sannicolo , Davide Jones
DOI: 10.1109/IGIC.2013.6659146
关键词:
摘要: We present an application of data mining to the analysis and tuning Bad Blood, a video game for Windows Phone developed 2012 Microsoft's Imagine Cup competition. The was on very short time frame (four months) by small student team (three programmers one designer). Because limited development available could not undergo extensive playtest. More importantly, since had be submitted competition we leverage digital distribution update game, identify design flaws or fix bugs. Accordingly, before submitting decided instrument code collect as much information possible about gameplay, performed rather playtest during two public events. Then, applied both look peculiar characteristics platforms employed, discover interesting patterns, and/or opportunities in our design. Overall, identified at least major flaw regarding pace specific mode which solved introducing new elements. also discovered some inherently modify difficulty leveraging upon way players tend use devices.