Abstract
Game economies (GEs) describe how resources in games are created, transformed, or exchanged: They underpin most games and exist in different complexities. Their complexity may directly impact player difficulty. Nevertheless, neither difficulty nor complexity adjustment has been explored for GEs. Moreover, there is a lack of knowledge about complexity in GEs, how to define or assess it, and how it can be employed by automated adjustment approaches in game development to target specific complexity. We present a proof-of-concept for using evolutionary algorithms to craft targeted complexity graphs to model GEs. In a technical evaluation, we tested our first working definition of complexity in GEs. We then evaluated player-perceived complexity in a city-building game prototype through a user study and confirmed the generated GEs' complexity in an online survey. Our approach toward reliably creating GEs of specific complexity can facilitate game development and player testing but also inform and ground research on player perception of GE complexity.
Original language | English |
---|---|
Pages (from-to) | 56-66 |
Number of pages | 11 |
Journal | IEEE Transactions on Games |
Volume | 15 |
Issue number | 1 |
DOIs | |
Publication status | Published - 1 Mar 2023 |
Bibliographical note
Publisher Copyright:© 2018 IEEE.
Funding
This work was supported in part by the Institute of Media Informatics at Ulm University where the study was carried out, and in part by CIHR AAL.
Funders | Funder number |
---|---|
Canadian Institutes of Health Research | |
Institute of Media Informatics at Ulm University |
Keywords
- Complexity
- evolutionary algorithm (EA)
- game economy (GE)
- genetic programming