Measuring Difficulty in Platform Videogames
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Date
2021Author
Mourato, Fausto José
Santos, Manuel Próspero dos
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Automatic generation of game levels improves replayability and also allows content adaptation. One important aspect to take into account in the creation of any videogame is difficulty, in particular when it is possible to adapt content. However, defining difficulty is not a straight subject. In this paper we propose a metric for game difficulty in platform levels, mostly based on users' losing probability for each obstacle. This metric can be further used in automated processes that generate levels for this type of games, helping the process to recognize whether a level is suitable or not for a certain player. We also present some examples of the usage of this metric in commercial games.
BibTeX
@inproceedings {10.2312:pt.20101177,
booktitle = {Actas da 4ª Conferência Nacional em Interacção Humano-Computador},
editor = {Mealha, Óscar and Madeira, Joaquim and Tércio, Daniel and Sousa Santos, Beatriz},
title = {{Measuring Difficulty in Platform Videogames}},
author = {Mourato, Fausto José and Santos, Manuel Próspero dos},
year = {2021},
publisher = {The Eurographics Association},
ISBN = {978-3-03868-153-3},
DOI = {10.2312/pt.20101177}
}
booktitle = {Actas da 4ª Conferência Nacional em Interacção Humano-Computador},
editor = {Mealha, Óscar and Madeira, Joaquim and Tércio, Daniel and Sousa Santos, Beatriz},
title = {{Measuring Difficulty in Platform Videogames}},
author = {Mourato, Fausto José and Santos, Manuel Próspero dos},
year = {2021},
publisher = {The Eurographics Association},
ISBN = {978-3-03868-153-3},
DOI = {10.2312/pt.20101177}
}