Dynamic difficulty adjustment in single-player games: Player perception on hidden vs. upfront DDA
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School of Arts, Design and Architecture |
Master's thesis
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Date
2023
Department
Major/Subject
Mcode
Degree programme
new_media
Language
en
Pages
89 + 19
Series
Abstract
This thesis delves into the exploration of Dynamic Difficulty Adjustment (DDA) and its impact on players' experiences within single-player games. The study focuses on comparing the effects of player awareness on Hidden versus Upfront DDA systems to help game designers make more informed decisions about implementing such systems. The research asks whether disclosing the use of DDA and providing insights into their functionality before starting a game will significantly influence a player's perception of the game experience. Secondly, the research aims to understand if becoming aware of the use of DDA after playing a game may impact the Achiever-type player’s (competitive archetype) experience, particularly whether it leads to a diminished or devalued sense of achievement. The methodology employed in this research involves a comprehensive literature review on Game Balancing and Dynamic Difficulty Adjustment to establish a theoretical framework. Based on the theoretical findings, two games utilizing Hidden and Upfront DDA systems were analyzed and compared. An empirical approach was then chosen to conduct a controlled experiment with a game featuring a simple DDA system, with players being divided into groups, some of whom were informed about the DDA system before starting the game, while it remained concealed from others. Post-game questionnaires were used to gather quantitative data, forming the basis for an A/B test to discern player behaviors and preferences concerning Hidden vs. Upfront DDA systems. The collected data was meticulously analyzed and compared to identify conclusive patterns. The results of the A/B test reveal that players aware of the DDA before playing the game found the experience more challenging by 15% compared to those who were unaware of the system. Additionally, 22.6% of achiever-type players, when informed of the DDA post-game, felt their sense of achievement diminished. The research recommends that managing player expectations through transparent communication, such as including DDA information in marketing materials, may allow consumers to make more informed purchase decisions toward the game experiences they prefer. Moving forward, the research suggests an opportunity to develop a new player-type taxonomy that classifies players based on their attitudes toward traditional difficulty adjustments and DDA systems. This classification could aid in tailoring gaming experiences to diverse player preferences, offering a more personalized, challenging, and engaging experience for them.Description
Supervisor
Junnila, MiikkaThesis advisor
Junnila, MiikkaKeywords
dynamic difficulty adjustment, game balancing, single-player, difficulty level, game design, difficulty curve, challenge