Game Level Design (Game Development Series)
Game Level Design (Game Development Series)
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Video Games and Interactive Media: A Glimpse at New Digital Entertainment
Video Games and Interactive Media: A Glimpse at New Digital Entertainment
Game design through self-play experiments
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
The case for dynamic difficulty adjustment in games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
A Theory of Fun for Game Design
A Theory of Fun for Game Design
TOWARDS OPTIMIZING ENTERTAINMENT IN COMPUTER GAMES
Applied Artificial Intelligence
Generality versus size in genetic programming
GECCO '96 Proceedings of the 1st annual conference on Genetic and evolutionary computation
Difficulty in videogames: an experimental validation of a formal definition
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
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In this this paper, we discuss the interest and the need to evaluate the difficulty of single player video games. We first show the importance of difficulty, drawing from semiotics to explain the link between tension-resolution cycles, and challenge with the player's enjoyment. Then, we report related work on automatic gameplay analysis. We show through a simple experimentation that automatic video game analysis is both practicable and can lead to interesting results. We argue that automatic analysis tools are limited if they do not consider difficulty from the player point of view. The last section provides a player and Game Design oriented definition of the challenge and difficulty notions in games. As a consequence we derive the property that must fulfill a measurable definition of difficulty.