A Health Point-Based Dynamic Difficulty Adjustment Strategy for Video Games - Entertainment Computing and Serious Games
Conference Papers Year : 2019

A Health Point-Based Dynamic Difficulty Adjustment Strategy for Video Games

Juan Suaza
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  • PersonId : 1133210
Edwin Gamboa
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  • PersonId : 1133211
María Trujillo
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  • PersonId : 1133212

Abstract

Commonly, video games make a clear division on the difficulty offered (e.g. Easy, Medium, Hard), causing that players often do not experience what game designers intended. In this document, we propose a dynamic difficulty adjustment strategy for health point-based video games based on a heuristic evaluation performed at play time. This means that a video game may change its difficulty based on players’ performance while they play. To test our strategy, we implement a fighting video game and perform an evaluation with $$10^{th}$$ grade students from Institución Educativa Multipropósito. Based on our results, the students considered that the game is balanced, suggesting that this strategy is a viable choice to implement and test in other video games.
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hal-03652039 , version 1 (26-04-2022)

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Juan Suaza, Edwin Gamboa, María Trujillo. A Health Point-Based Dynamic Difficulty Adjustment Strategy for Video Games. 1st Joint International Conference on Entertainment Computing and Serious Games (ICEC-JCSG), Nov 2019, Arequipa, Peru. pp.436-440, ⟨10.1007/978-3-030-34644-7_42⟩. ⟨hal-03652039⟩
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