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Designing a persistent online strategy game - Department of ...

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iv<br />

CONTENTS<br />

4.2 Beyond usability in the design and evaluation <strong>of</strong> video <strong>game</strong>s . . . . . . 29<br />

4.3 Differences between productivity s<strong>of</strong>tware and video <strong>game</strong>s . . . . . . . 30<br />

4.4 Playability and <strong>game</strong>play . . . . . . . . . . . . . . . . . . . . . . . . . . 31<br />

4.5 Flow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32<br />

4.6 Immersion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36<br />

4.7 Player experiences in <strong>game</strong>s . . . . . . . . . . . . . . . . . . . . . . . . . 37<br />

4.8 Methods for the evaluation <strong>of</strong> video <strong>game</strong>s . . . . . . . . . . . . . . . . . 38<br />

4.8.1 Usability testing . . . . . . . . . . . . . . . . . . . . . . . . . . . 38<br />

4.8.2 Playtesting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39<br />

4.8.3 Consumer Playtest . . . . . . . . . . . . . . . . . . . . . . . . . . 40<br />

4.8.4 Heuristic evaluation . . . . . . . . . . . . . . . . . . . . . . . . . 40<br />

4.8.5 Physiological measurements . . . . . . . . . . . . . . . . . . . . . 41<br />

5 Pre-study 43<br />

5.1 Initial idea generation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43<br />

5.2 Result <strong>of</strong> the idea generation . . . . . . . . . . . . . . . . . . . . . . . . 43<br />

5.3 Questionnaire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43<br />

5.4 Result <strong>of</strong> the questionnaire . . . . . . . . . . . . . . . . . . . . . . . . . 44<br />

5.5 Brainstorming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44<br />

5.6 Result <strong>of</strong> the brainstorming . . . . . . . . . . . . . . . . . . . . . . . . . 45<br />

5.7 Focus groups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46<br />

5.8 Result <strong>of</strong> the focus groups . . . . . . . . . . . . . . . . . . . . . . . . . . 47<br />

6 Result <strong>of</strong> the pre-study 51<br />

6.1 Overview <strong>of</strong> the working design document . . . . . . . . . . . . . . . . . 51<br />

6.1.1 Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52<br />

6.1.2 Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52<br />

6.1.3 Family and family members . . . . . . . . . . . . . . . . . . . . . 52<br />

6.1.4 Armies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52<br />

6.1.5 Research . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52<br />

6.1.6 Trade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53<br />

6.1.7 Diplomacy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53<br />

6.1.8 Battles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53<br />

6.2 Examples <strong>of</strong> dropped ideas . . . . . . . . . . . . . . . . . . . . . . . . . 53<br />

7 Implementation <strong>of</strong> the functional prototype 57<br />

7.1 Scope <strong>of</strong> the prototype . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57<br />

7.2 Development environment . . . . . . . . . . . . . . . . . . . . . . . . . . 58<br />

7.3 System architecture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59

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