A Study on the Effects of Weapon Selection in Shooting Games

碩士 === 國立臺灣科技大學 === 設計研究所 === 94 === Computer shooting games often challenge a player’s reactions, with the most important skills being quick reaction time and good hand-eye coordination under pressure. When the player is playing the game, they must use the mouse and keyboard to control both their...

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Bibliographic Details
Main Authors: Yu-Wei Hsiang, 向昱威
Other Authors: Chun-Wang Sun
Format: Others
Language:zh-TW
Published: 2006
Online Access:http://ndltd.ncl.edu.tw/handle/feq84a
Description
Summary:碩士 === 國立臺灣科技大學 === 設計研究所 === 94 === Computer shooting games often challenge a player’s reactions, with the most important skills being quick reaction time and good hand-eye coordination under pressure. When the player is playing the game, they must use the mouse and keyboard to control both their character’s actions and a variety of different interfaces. Their hands and brain must also simultaneously process multiple tasks, a fact that highlights the importance of the shooting game’s weapon selection interface performance. In the game design field, the interface design or interaction model plays an important role. Poor interactivity is a fatal flaw in a game. The level of player immersion is an important indicator to how much a player is involved in the flow of the game. The design of the game’s user interface is often one of the major factors influencing the player’s level of immersion. In this study we explore the weapon selection interface of computer shooting games. This study believes that the more an interface minimizes time spent by players on weapons selection, the more a player’s level of immersion can be insulated from interference, allowing the game to progress more smoothly. In this study computer shooting gamers are divided into three categories according to differences in their weapon selection interface. These are: Mode A: Using one key to cycle through available options; Mode B: Each weapon is mapped to a specific key; Mode C: All weapons are displayed on the screen for direct selection. Additionally, this study believes that the quick selection menu interface from the MAYA 3D graphics software if applied to a computer shooter game will provide a superior interface. A simulated “Mode D: Press key to open menu for mouse selection” was therefore included in the study. The four interface models listed above were matched to two different quantities of selectable options in order to conduct an experiment measuring their effect on player interface operation performance. Based on the results of the experiments, this study came to the three following conclusions: (1) Where the selectable objects did not exceed 10 in number, the Mode D interface model was more suitable for players new to computer shooting games. (2) Where the selectable objects did not exceed 10 in number, Mode B was more suitable for more experienced players. (3) When the number of objects is higher, Mode D is a more suitable model of operation.