
Granular materials are very common in the everyday world. Media such as sand, soil, gravel, food stuffs, pharmaceuticals, etc. all have similar irregular flow since they are composed of numerous small solid particles. In video games, simulating these materials increases immersion and can be used for various game mechanics. Computationally, full scale simulation is not typically feasible except on the most powerful hardware and tends to be reduced in priority to favor other, more integral, gameplay features. Here we study the computational and qualitative aspects of side profile flow of sand-like particles using cellular automata (CA). Our CA uses a standard square lattice that updates via a custom, modified Margolus neighborhood. Each update occurs using a set of probabilistic transitions that can be tuned to simulate friction between particles. We focus on the look of the sandpile structure created from an hourglass shape over time using different transition probabilities and the computational impact of such a simulation.
We explore practical implementations of various custom virtual reality mechanics, developed specifically for this study, in the context of puzzle game design with an experimental approach. These mechanics include swimming, crawling, climbing, and hiding objects in virtual spaces. Each mechanic has two different variations: realistic and game-like, and the main goal is to test which variation is more enjoyable to use. Convenience sampling is used in the study and the sample size is 22 volunteers. Both qualitative and quantitative data are collected. The data collection methods used are questionnaire and observation. The enjoyability of the mechanics is evaluated based on four different aspects: perceived realism, personal traits and abilities of the testing sample, the testing order, and perceived difficulty. A special interest is to observe whether real-life skills corresponding to the studied mechanics affect the enjoyment and performance levels in the respective mechanics. The more realistic mechanics turn out to be more enjoyable by a significant margin, suggesting that they should be utilised in the future. Additionally, the real-life diving and swimming skills, puzzle variation testing order, previous gaming experience, and testers’ familiarity with the testing supervisor are identified to have a clear impact on the enjoyment levels.
This paper presents a novel approach to procedural generation of game maps for multi-player, competitive video games. A multi-agent evolutionary system is employed to place streets, buildings and other items, resulting in a playable video game map. The system utilises computational agents that act in conjunction with the human designer to produce maps that exhibit desirable characteristics. This paper compares the impact that the additional agents have in terms of the quality of candidate solutions. The results indicate that the use of the agents produces higher quality solutions in comparison to a traditional interactive genetic algorithm.
This paper discusses how random factors affect player ability to predict the chance of winning the video game PlayersUnknown’s Battlegrounds (PUBG) which is a genre of the Battle Royale online video game. The purpose of this study is to investigate the influence of random factors such as location, air drop, playzone, and weapon accuracy on the chance to win at PUBG. The study tested and used the random effects model where location, air drop, playzone, and weapon accuracy are classified as external factors that influence a perceived randomness in the game. Perceived randomness and perceived skills are predictors of the player’s chance to win at this game. The proposed research model was tested by the partial least squares regression method of structural equation modelling . The study utilized an online survey to obtain data from 128 PUBG players. The data set was analyzed using SmartPLS 3 software. Results showed that the factor that best predicted levels of perceived randomness was weapon accuracy, followed by the playzone feature. The chance to win is predicted by the perceived randomness of the game as well as the perceived skill of the player. The findings presented in this paper shed light on the concept that randomness factors may determine the likelihood of winning at PUBG and may be relevant and of interest for players and spectators of other e-sport games.
In 2019, the Harry Potter-themed augmented reality (AR) game Wizards Unite was released, one which employed the same game mechanics as Pokémon Go . In order to explore the similarities and differences in players’ perceptions, motivations to play, and missing functions in Wizards Unite and Pokémon Go , we conducted a web-based survey which targeted active players of Wizards Unite 14 weeks after its release. The results are compared to a survey applying the same methodology and questions directed at active players of Pokémon Go . An important reason why many players started playing Wizards Unite was that they were already Harry Potter fans. For Wizards Unite players the motivation stemming from public attention was lower compared to that for Pokémon Go players. The main motivating factors drawing players to these games include fun, curiosity, and being physically active. The AR function was not mentioned as a motivating factor for either game. The aspect of players being able to collect and complete the game was more of a motivation for playing Pokémon Go . Although the game mechanisms are similar, we identified specific differences in the motivational factors of the two games. The main difference is the misfit between the general game story with hunting and collecting within the Harry Potter universe. Nevertheless, the theme of the game and its background story can be important long-term motivating factors of Wizards Unite . The findings in this paper provide insights into how one can create AR games that meet players’ needs.