Game Development Reference
In-Depth Information
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One of the answers is based on an existing fact (or set of facts) that needs to
be validated (though we also see a possibility to use some sort of multichoice
question, the game designer might consider).
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The rest of the answers is wrong and therefore has to be“made up”. For this,
the very same dataset as the SAG aims to validate is the best source. From it, the
entities can be drawn to form “wrong answers” having properties similar to the
“right answer”, making the game questions non-trivial and thus challenging.
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The player always acquires score, if he answers right and looses when he answers
wrong (keeping the players from wrong guessing).
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The resulting game logs are then handled analogously to the CityLights. Each fact
that needs to be validated receives a support value which is increased or lowered
according to the behavior of the players. If they make mistakes provided with
a fact, than this fact's support decreases and vice versa.
8.3.2 Game Aesthetics in CityLights
The CityLights attracts player by several types of game aesthetics. Primarily it is com-
petition (trough ladder system) and self-challenge (through longer term goals). Sec-
ondarily, the game also provides sensation (sense-pleasure from hearing the music)
and discovery (exploring new music).
A major role in game aesthetics is played by the game's scoring system. In the
CityLights the player gains or looses points in several occasions during his journey
through the city:
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At the start of the game, the player gains an initial number of points (so he is able
to bet them).
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For each correct guess the player gains a major number of points, or looses them
upon incorrect guess. He sets the height of the gain/loose as a bet. In our experi-
ments, we used two possible bet height options (one being a twice as high as the
other) to keep the game simple for players.
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The player looses if his score drops to zero, so he initial number of points is
sufficient to make several unsuccessful guesses in a row.
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In the end of the game, the player gains a major number of extra points (the higher
bet value), if he finished the game without making a mistake.
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For each bought tag, the player looses a minor number of points. This number is
significantly lower than numbers of points featured in the bets (in our experiments,
we used one tenth). The motivation to this is that even after the repeated tag
buying (e.g. the player buys maximum additional tags to more choices), the correct
answering still pays of, though with lower point gain. The tag buying, as well as
bet height, gives the player some space to develop his tactics, which makes the
game more interesting to him (he may, for instance, count on getting the bonus
points at the end of the game).
 
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