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🤖 | Just before the 1st live! Time-slip the history of "Hololive" 3rd generation collaboration until the time of debut [Hololive ...


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Just before the 1st live! Time-slip the history of "Hololive" 3rd generation collaboration until the time of debut [Hololive ...

 
If you write the contents roughly
Normally, it is a horomen that distributes gameplay and each project from individual distribution locations, but this time it was a full 3D using the company's studio, so it became a special feeling.
 

"HOLO LIVE FANTASY ..." to be held at TOKYO DOME CITY HALL on November 11th. → Continue reading

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Gameplay

Gameplay (English: Gameplay), the playerGame[1][2],In particularComputer gamesIt is a concrete way of interacting with[3][4]..Gameplay is the game rules[5], The connection between the player and the game[6],trial[7], Overcoming it[8],plot[9], A pattern defined through connection with the player.Computer game gameplay graphics[10]And different from audio elements.

Overview

Computer in the 1980sGame developmentThe term "gameplay", coined with, was used only in the context of computer games, but is now also used to describe other more traditional game forms.Gameplay is generally considered to be the overall experience of playing computer games, excluding elements such as graphics and sound.Game mechanics, on the other hand, refers to in-game rules for creating a fun gaming experience.In academic debate, the latter term is so vague that it tends to avoid gameplay and prefer terms like game mechanics.[11].

type

There are three components to gameplay."Operation rules" that define what players can do in the game, "goal rules" that define the goals of the game, and "meta rules" that define how to tune and change the game.[12]..In computer games, gameplay can be divided into several types.For example, in co-op play, two or more players form a team.Other examples are rhythm gamesFirst-person shooterAnd so on, there is a "twitch" gameplay that tests the player's reaction time and accuracy.The various gameplay types are shown below.

  • Asymmetric computer game
  • Collaborative gameplay
  • Emergent gameplay
  • Non-linear gameplay

Ambiguity of definition

GameplayThe term can be very ambiguous to define, so different authors have different definitions.

For example:

  • "A series of interesting choices"- Sid Meyer[13]
  • "Structure of player interaction with the game system and other players in the game"[14]
  • "A series of causal challenges in a simulated environment"[15]
  • "A good game is one that you can win by doing something unexpected and making it work."[16]
  • "The gameplay experience is one of the interactions with game design in the performance of cognitive tasks that arises from, or is associated with, various elements of motivation, task performance, and completion."[3]
  • "Gameplay here is considered a player-to-game interactive game process."[17]

Playability

Playability is the ease of playing a game, or the amount or amount of time a game can be played, and is a general measure of the quality of gameplay.[18]..The playability evaluation method aims to improve the design of the game, while the player experience evaluation method aims to improve the game quality.[17].. this is,Role playing games,Competitive fighting gameCharacter operation (or play) ability in multi-character games such asReal-time strategyNot to be confused with factions in the game.

Playability is a player experience using a specific gaming system that is credible and satisfying when the player plays alone or with friends, and whose main purpose is to provide fun and entertainment. Is defined as a set of properties that describe.Playability is characterized by various attributes and properties that measure the player experience of computer games.[19].

  • Has a student satisfaction rate of: Degree of satisfaction or pleasure of the player to complete the computer game, or aspects: Mechanism, graphics,User interface, Story etc.Satisfaction is a very subjective attribute and is difficult to measure because player preferences and joy affect the satisfaction of a particular game element (character, virtual world, difficulty, etc.).
  • Learning: Ease of understanding and controlling game systems and mechanics (purposes, rules, how to interact with computer games, etc.).Desktop systems try to minimize learning effort, but computer games allow you to use different learning curves depending on the nature of the game.For example, on the one hand, players may understand and control all game rules and resources from the beginning of the game, requiring very early abilities before playing or training hard at the beginning of the game. You can make them available.Players, on the other hand, can learn step by step in a guided manner when they need the ability to be a computer game.
  • Efficiency: The time and resources required to provide the player with fun and entertainment until the player achieves various goals of the game and reaches the final goal.An efficient computer game can draw the player's attention from the very beginning and encourage them to continue playing until the end of the game.Efficiency can be analyzed as the correct use of in-game trials, the correct structuring of goals, or the optimal controllability for in-game actions.
  • Immersive feeling: Ability to believe in the content of computer games and blend players into the virtual game world.Immersion encourages players to appear to be involved, part of, and interacting with the virtual world as they perceive the virtual world represented in the computer game.Computer games have a good degree of immersion when they balance between the proposed challenges and the player's abilities needed to overcome them.
  • Motivation: A property that encourages the player to notice a specific action and continue to the top.To be highly motivated, the game must have a set of resources to ensure player patience in actions to overcome challenges.Various factors to ensure positive behavior in the interpretation of the game process are relevant to the purpose of focusing the player on the proposed task, reaching the task and rewarding, and the confidence to face them. And promote the joy of achieving.
  • 感情: An unconscious impulse generated in response to a computer game stimulus that provokes emotions or causes automatic reactions or actions.The use of emotions in computer games helps to get the best player experience and leads players to different emotional states such as happiness, fear, interest, curiosity and sadness.Make players laugh and cry with game challenges, stories, beautiful looks, and inspiring songs.The great success of computer games is that they can provoke a variety of emotions to the player in a short amount of time, some of which are rarely available in everyday life in the real world.
  • Socialization: The degree to which a set of game attributes, elements, and resources encourages social factors in the gaming experience in a group.Such experiences encourage players to view computer games in different ways and build relationships with other players and characters so that players can collaborate and compete with the challenges of the game. Help to solve with.The socialization of the game allows players to have a completely different gaming experience when played with others, and the interaction between them encourages new social relationships.In addition to this, socialization is also about how our social connections are projected into the groups of characters in the game and the context in which the game is realized.For example, sharing something, choosing players involved, interacting, getting information, asking for help, negotiating an item, etc., to achieve the purpose of the game. How do you influence the pluses and minuses?Develop new shared tasks to help players integrate to encourage social elements, be content with new game rules and objectives, encourage players (or characters) to overcome collective challenges, and encourage themselves. It is recommended to create motivational collective emotions.

Playability aspect

Playability analysis is a very complex process from different perspectives that analyzes different parts of the basic design of a computer game.Each aspect makes it possible to identify different attributes and characteristics of playability that are affected by various elements of the basic design of computer games.[20]..The aspects of playability are as follows.

  • Essential playability:How can players show it with playability based on their own computer game characteristics?This is strongly related to gameplay and game mechanics.In this aspect, it is possible to analyze implementations of computer game design, such as computer game rules, goals, objectives, rhythms, and other design mechanics.
  • Mechanical playability:The quality of computer games as a software system.It is related to game engines, such as movie scene fluency, correct lights, shadows, rendering, sound and music, graphic movements, character personality implementations, communication systems in multiplayer computer games, etc. With particular emphasis on.
  • Interactive playability:User interface development for player interaction and computer games, such as conversation and game control.This playability can be easily seen in the game interface.
  • Artistic playability:The quality of computer game art and aesthetics in game elements.Visual graphics, sound effects, music and melodies, stories and telling them, and how these elements are shown in computer games.
  • In-person playability: Individual vision, perception, and emotion that occur to each player when playing a computer game.It has a very subjective value.
  • Interpersonal playabilityorSocial playability:Group awareness and perceptions of various users when a player plays in a competitive and collaborative way with other players.

Finally, the "global" playability of computer games is estimated from each attribute value in different playability aspects.When players play computer games, it is very important to improve playability in various aspects to ensure the best player experience.

Source

  1. ^ Lindley, Craig (June 24–26, 2004). “Narrative, Game Play, and Alternative Time Structures for Virtual Environments”. In Göbel, Stefan. Technologies for Interactive Digital Storytelling and Entertainment: Proceedings of TIDSE 2004. Lecture Notes in Computer Science. 3105. Darmstadt, Germany: Springer. Pp. 183–194. two:10.1007 / 978-3-540-27797-2_25. ISBN 978-3-540-22283-5".. gameplay gestalt, understood as a pattern of interaction with the game system." ("A gestalt may be understood as a configuration or pattern of elements so unified as a whole that it cannot be described merely as a sum of its parts." . ");" .. In general, it [game play gestalt] is a particular way of thinking about the game state from the perspective of a player, together with a pattern of repetitive perceptual, cognitive, and motor operations. A particular gameplay gestalt could be unique to a person, a game, or even a playing occasion. Unique game play gestalts can also be identified across games, game genres, and players. " 
  2. ^ Salen, Katie; Zimmerman, Eric (2004). Rules of Play: Game Design Fundamentals. Cambridge, Massachusetts: The MIT Press. P. 3. ISBN 978-0-262-24045-1"Game play is the formalized interaction that occurs when players follow the rules of a game and experience its system through play." 
  3. ^ a b Lindley, Craig; Nacke, Lennart; Sennersten, Charlotte (November 3–5, 2008). Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay. Wolverhampton, UK: University of Wolverhampton. ISBN 978-0-9549016-6-0. オ リ ジ ナ ルArchived as of 2015-09-23.. https://web.archive.org/web/20150923195055/http://www.bth.se/fou/forskinfo.nsf/8ea71836fbadac09c125733300214ab9/f336e780df204cf4c125753d003d3b45!OpenDocument 2010/10/4Browse"The experience of gameplay is one of interacting with a game design in the performance of cognitive tasks, with a variety of emotions arising from or associated with different elements of motivation, task performance and completion" 
  4. ^ Tavinor, Grant (October 5, 2009). The Art of Videogames. Wiley-Blackwell. ISBN 978-1-4051-8788-6. オ リ ジ ナ ルArchived as of February 23, 2017.. https://web.archive.org/web/20170223214633/https://books.google.com/books?id=LM3hnwGb8xUC&pg=PA86&dq=Gameplay 2016/9/23Browse"[T] he interactive involvement typically associated with videogames, that is, the activities that occur when one plays a videogame." 
  5. ^ Egenfeldt-Nielson, Simon; Smith, Jonas Heide; Tosca, Susana Pajares (February 19, 2008). Understanding Video Games: The Essential Introduction. Routledge. ISBN 978-0-415-97721-0. オ リ ジ ナ ルArchived as of February 23, 2017.. https://web.archive.org/web/20170223173707/https://books.google.com/books?id=31XHdVXlbt0C&pg=PA101&dq=gameplay+%22how+it+feels+to+play+a+game%22 2016/9/23Browse"In line with the common use of the term, we will define gameplay as: the game dynamics emerging from the interplay between rules and game geography." 
  6. ^ Laramée, François Dominic (June 15, 2002). Game Design Perspectives. Charles River Media. ISBN 978-1-58450-090-2. オ リ ジ ナ ルArchived as of February 23, 2017.. https://web.archive.org/web/20170223200211/https://books.google.com/books?id=T9kS82J5LG0C&pg=PA70&dq=%22gameplay 2016/9/23Browse. 
  7. ^ Adams, Ernest; Rollings, Andrew (2003). Andrew Rollings and Ernest Adams on game design. New Riders Publishing. ISBN 978-1-59273-001-8"One or more casually linked series of challenges in a simulated environment"; "Gameplay is the result of a large number of contributing elements. .. gameplay is not a singular entity. It is a combination of many elements, a synergy that emerges from the inclusion of certain factors. .. The gameplay emerges from the interaction among these elements, .. " 
  8. ^ Adams, Ernest (September 23, 2006). Fundamentals of Game Design. Prentice Hall. ISBN 978-0-13-168747-9. オ リ ジ ナ ルArchived as of February 23, 2017.. https://web.archive.org/web/20170223173802/https://books.google.com/books?id=-BCrex2U1XMC&pg=PA251&lpg=PA251&q= 2016/9/23Browse. ".. defined gameplay as consisting of the challenges and actions that a game offers: challenges for the player to overcome and actions that let her overcome them. .. [T] he essence of gameplay remains the relationship between the challenges and the actions available to surmount them. " 
  9. ^ Concise Oxford English Dictionary (11, Revised ed.). Oxford University Press, USA. (August 11, 2008). ISBN 978-0-19-954841-5"gameplay (in a computer game) the plot and the way the game is played, as distinct from the graphics and sound effects" 
  10. ^ Oxland, Kevin (2004). Gameplay and design. Addison Wesley. ISBN 978-0-321-20467-7. ".. gameplay is the components that make up a rewarding, absorbing, challenging experience that compels player to return for more .. [Gameplay] does not come from a great visual character, not does it come from state-of-art technology and beautifully rendered art. " 
  11. ^ Kierkegaard, Alex (2012). Videogame Culture: Volume 1 
  12. ^ Frasca, G (2003). “Simulation versus narrative: introduction to ludology”. The Videogame Theory Reader: 221. 
  13. ^ Rawlings, Andrew; Morris, Dave (1999). Game Architecture and Design. Coriolis Group Books. P. 38. ISBN 978-1-57610-425-5. https://archive.org/details/gamearchitecture0000roll/page/38 
  14. ^ Björk, Staffan; Holopainen, Jussi (2005). Patterns in Game Design. Charles River Media. ISBN 978-1-58450-354-5 
  15. ^ Adams, Ernest; Rollings, Andrew (2003). Andrew Rollings and Ernest Adams on game design. New Riders Publishing. ISBN 978-1-59273-001-8 
  16. ^ Rawlings, Andrew; Morris, Dave (2000). Game Architecture and Design. New Riders Games. ISBN 978-0-7357-1363-5 
  17. ^ a b Nacke, Lennart E .; Drachen, Anders; Kuikkaniemi, Kai; Niesenhaus, Joerg; Korhonen, Hannu; van den Hoogen, Wouter; Poels, Karolien; IJsselsteijn, Wijnand et al. (September 1, 2009). “Playability and Player Experience Research”. Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory. http://www.digra.org/dl/display_html?chid=http://www.digra.org/dl/db/09287.44170.pdf 2019/5/15Browse.. 
  18. ^ Usability First: Usability Glossary: ​​playability Archived 2009-10-18 at the Wayback Machine.
  19. ^ González Sánchez, JL; Gutiérrez Vela, FL; Montero Simarro, F .; Padilla-Zea, N. (31 Aug 2012). “Playability: analysing user experience in video games”. Behavior & Information Technology 31 (10): 1033–1054. two:10.1080 / 0144929X.2012.710648. 
  20. ^ Stanford Ontology Library Video game's Elements Ontology Archived 2010-06-03 at the Wayback Machine.: A video game's elements ontology by González Sánchez, JL and Gutiérrez Vela, FL University of Granada, Spain.

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