Wie spiele die realität und statistik verändern:

Entwurf

Wahrscheinlichkeitsrechnung wir schaffen durch simulitiere Realität eine verzerrtte wahrnehmung der echten realität hersteller wollen spieler unterhalten und nicht frustrieren daher falschw wahrscheinlichkeiten https://www.gamedeveloper.com/design/jake-solomon-explains-the-careful-use-of-randomness-in-i-xcom-2-i- This can be immensely frustrating, and even feel unfair because of the way that humans process statistics. “Players may view that number not from a mathematical sense, but from an emotional sense,” says Solomon. “If you see an 85 percent chance to hit, you’re not looking at that as a 15 percent chance of missing. If you thought about it that way, it’s not an inconceivable chance you’re going to miss the shot. Instead, you see an 85 percent chance, and you think, ‘That’s close to a hundred; that basically should not miss.’” The tension of strategy versus random chance is a central part of XCOM’s unforgiving reputation, and leads to important moments of tension each turn as soldiers prepare to fire. But according to Solomon, accounting for player emotion is as much the job of a game designer as building a system of mechanics. “The fact is, we’re trying to entertain players,” said Solomon. “So how do you deal with a player who’s missed an 85 percent shot? Emotionally, they’re probably strained. We don’t want the players missing multiple 85 percent shots, because then the game starts to feel punitive. That number boils down to a very simple thing on the UI, but our experience tells us that players have invested a lot of emotion in it.” So how did Firaxis make sure XCOM 2 wouldn’t unduly batter the psychologies of their player base? Well, the calculations that go into each shot aren’t as heartless as you might think. “There’s actually a number of things that tweak that number in the player’s favor at the lower difficulty settings,” said Solomon. “That 85 percent isn’t actually 85 percent. Behind the scenes, we wanted to match the player’s psychological feeling about that number.” That 85 percent, according to Solomon, is often closer to 95 percent. https://nautil.us/issue/70/variables/how-designers-engineer-luck-into-video-games-rp erwähnen psysichologischer effekt der einen odds falsch einschätzen lässt evtl bei alternativlos naschauen nach der folge das auch für de ntitel ist das relevant? geht ja nur um spaß?

  • man könnte ja auch die wahrscheinlichkeit anpasse nund korrekt labeln aber macht man nicht, weil der spieler die ilusion will bassiert auf falschem verständnis von wahrscheinlichkeit udn das wird somimt noch verstärkt das ist das problem

Vorheriger Beitrag Nächster Beitrag