Gameplay design based on information hierarchy
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Gameplay can be seen as the repetition of a series of processes of judgment and action on the game situation while the player interacts with the game. Well-designed gameplay induces players to immerse themselves in the game and keeps them immersed. One of the core processes of gameplay in RPGs is interacting with monsters. Monsters in general RPGs are composed of pattern play and act as a factor inducing boredom in a situation where the play is repeated. Due to this, it is common for high-level players to play the same monster in the same field for a long time due to the increase in the amount of experience that must be acquired to level up. There is a problem of low satisfaction. In this study, by setting a hierarchy of information provided by monsters in growth process, the player's cognitive process recognizes the variable of the pattern, therethe player's by enabling various game play. It overcomes the element of boredom and allows you to feel the continuous immersion process.
Abstract
Gameplay can be seen as the repetition of a series of processes of judgment and action on the game situation while the player interacts with the game. Well-designed gameplay induces players to immerse themselves in the game and keeps them immersed. One of the core processes of gameplay in RPGs is interacting with monsters. Monsters in general RPGs are composed of pattern play and act as a factor inducing boredom in a situation where the play is repeated. Due to this, it is common for high-level players to play the same monster in the same field for a long time due to the increase in the amount of experience that must be acquired to level up. There is a problem of low satisfaction. In this study, by setting a hierarchy of information provided by monsters in growth process, the player's cognitive process recognizes the variable of the pattern, therethe player's by enabling various game play. It overcomes the element of boredom and allows you to feel the continuous immersion process.
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