Bachelorarbeit, 2020
139 Seiten, Note: 1.3
1. Project Introduction
1.1 Individual Goal
1.2 Relevance
1.2.1 Player Growth Systems
1.2.2 The Power of Growth as a Game Mechanic
1.2.3 Method: Experimental Nature of Relume
1.3 Outline
2. State of the Art - Literature Review
2.1 Defining Black and White Thinking
2.2 Systems Theory
2.3 Player vs. Player Character
3. The Design of Player Growth Systems
3.1 Definition of Player Growth
3.2 Visual Growth
3.2.1 Visual Growth Definition
3.2.2 Background
3.2.3 Examples
3.3 Player Ability Growth
3.3.1 Definition
3.3.2 Background
3.3.3 Examples
3.4 Emotional Growth
3.4.1 Definition
3.4.2 Background
3.4.3 Examples
3.5 Growth Related to Audio
3.5.1 Definition
3.5.2 Background
3.5.3 Examples
3.6 Combining multiple aspects of Player Growth
3.7 Player Regression
3.8 Growth Plateauing
3.9 Summary of Growth Elements
4. Methods as Applied to the Project (Implementation)
4.1 Why Third Person Action Games?
4.2 Growth Systems Outline
4.3 Growth Unlock Structure
4.4 Growth Mechanics instead of Violence
4.5 Movement in Relume
4.6 Storytelling: Emotional Growth
4.7 Player Narrative
4.8 Combat in Relume
4.9 Dancing in Relume
4.10 Teaching Growth Mechanics to Player
4.11 Summary of Growth Systems in Relume
5. Technical Implementation
5.1 Visual Player Growth
5.2 Player Abilities
5.3 Animations
5.4 Audio Programming
5.5 Teaching and Communicating Mechanics
5.6 Contributed Assets
6. Measurement Approach
6.1 General Playtests
6.2 Reworked Thesis Testing
6.3 Online Growth Testing
6.4 Questionnaire Comparison
6.5 Measuring Engagement through Analytics
7. Data Results
7.1 Early Survey
7.2 Late Production Survey
7.3 Online Growth Survey
7.4 Unity Analytics
8. Data Evaluation
8.1 Connection to Bachelor Goal
8.2 Survey Methodology
9. Player Growth Discussion
9.1 Conclusions for Player Growth Systems based on Results
9.2 Limitation of Player Growth Systems
9.3 Inherent Problems of Player Growth Systems
10. Project Reflection
10.1 Missing Research
10.2 Lessons Learned
10.3 Team Evaluation
11. Conclusion
This thesis aims to explore how player growth systems can be designed and implemented to provide engaging, non-violent alternatives to traditional action game tropes. The research focuses on creating a framework for player growth and testing its application through a custom developed game project, "Relume".
3.1 Definition of Player Growth
After being unable to find a commonly agreed definition for player growth in games it has become clear that this term needs to be defined for this paper.
Player Growth: The changes a player and their character go through during gameplay. Going beyond physical growth, this also encompasses emotional advancement and developing/unlocking character abilities.
Some examples which will be covered in this thesis are:
- The visual growth and collection process in Pokémon
- The emotional bond developed in The Sims franchise
- Unlocking new abilities in Super Metroid
A psycho-structural analysis of video games was performed in 2004 to define categories and characteristics for different products (Wood, 2004). The team created these categories after studying various games and conducted empirical research to evaluate these structural attributes of video games. The research found that 66% of respondents answered that they found “it was important for the characters to be able to develop over time in terms of features such as dexterity, strength, and intelligence.” (Ibid)
This category, referred to as “character development” in the study, is tied closely to the concept of player growth systems which will be studied in this paper. Additional categories from this research such as “Game dynamics” and “Advancement rate” will be used as found applicable to describe various methods of player growth. The research of Wood demonstrates the importance of player growth systems for video games which indicates a need to further investigate them.
1. Project Introduction: Describes the motivation for creating "Relume" and sets the primary research question regarding how player characters grow over time and affect the player.
2. State of the Art - Literature Review: Provides a theoretical foundation covering systems theory, black-and-white thinking, and the distinction between player and avatar.
3. The Design of Player Growth Systems: Defines player growth categorizations, including visual, ability, emotional, and audio growth, supported by examples from established games.
4. Methods as Applied to the Project (Implementation): Details how growth mechanics were applied to the "Relume" project, including movement, combat replacement, and narrative techniques.
5. Technical Implementation: Explains the Unity-based technical setup, including script management, animation layers, and Wwise audio integration for growth mechanics.
6. Measurement Approach: Outlines the qualitative and quantitative methods used to assess player experience, including surveys, playtests, and Unity Analytics.
7. Data Results: Presents findings from the early survey, late production survey, and analytics regarding player engagement and sentiment.
8. Data Evaluation: Assesses the survey outcomes in relation to the initial project goals and discusses the methodological challenges.
9. Player Growth Discussion: Summarizes the conclusions regarding growth systems, their limitations, and inherent problems like growth plateauing.
10. Project Reflection: Reflects on the development process, missing research areas, and the lessons learned during the team collaboration.
11. Conclusion: Summarizes the thesis findings, stating that player growth provides an effective canvas for ambitious, innovative game design.
Player growth systems, action games, non-verbal storytelling, emotional growth, game design, Unity, user testing, analytics, player agency, character development, visual growth, ability progression, engagement, interactivity, flow theory.
The research explores the design and implementation of "player growth systems" as a means to create engaging gameplay in third-person action games, specifically focusing on non-violent mechanics.
The core themes include visual growth, player ability progression, emotional growth, and audio-linked growth, alongside narrative agency and player choice.
The primary research question is: "How can the player character grow over time and how does this affect the player?"
The research uses a mixed-methods approach: a literature review for conceptual definitions, followed by the practical application of these concepts in the game "Relume," and an evaluation via playtests, surveys, and Unity analytics.
The main sections cover the literature review (state of the art), a detailed design framework for various growth types, practical project implementation, technical implementation in Unity, and the resulting data evaluation.
Keywords include player growth systems, action games, game design, non-verbal storytelling, emotional growth, user testing, analytics, and player agency.
By providing the player with a choice to "dance" rather than just "fight," "Relume" forces the player to consider their relationship with adversaries, thus challenging the traditional good-vs-evil action game trope.
The Shadow Baby acts as a non-verbal narrative device designed to teach dance mechanics to the player and facilitate a moral choice, encouraging empathy toward shadow characters.
The primary limitation is "growth plateauing" (growth stagnation), where a player reaches the end-game and has no new mechanics to discover, potentially leading to boredom.
The project utilized Google Forms for qualitative and quantitative surveys and Unity Analytics to track custom in-game events like "danceAction" versus "attackAction."
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