TY - JOUR
T1 - Game design document format for video games with passive dynamic difficulty adjustment
AU - Atmaja, Pratama Wirya
AU - Siahaan, Daniel Oranova
AU - Kuswardayan, Dan Imam
N1 - Publisher Copyright:
© 2016, Universitas Pesantren Tinggi Darul Ulum. All rights reserved.
PY - 2016/7
Y1 - 2016/7
N2 - Video game is a type of entertainment software, and therefore the satisfaction of its players is the primary mean to measure its quality. One important element of player’s satisfaction is a proper difficulty level, which is neither too easy nor too hard. The current state-of-the-art way to implement it is with Dynamic Difficulty Adjustment (DDA), which allows the difficulty level of a video game to be adjusted at run-time. Currently, the most popular type of DDA is the passive one. Meanwhile, Game Design Document (GDD) is an important artefact in the development process of a video game software, and there is still no GDD format that supports the design of passive DDA mechanism. The aim of this research was to find a new GDD format that supports the mechanism. We modified a general purpose GDD format by adding new parts for designing passive DDA mechanism. We tested the usefulness of the modified format in a testing process involving developers and players. The developers developed video games using the modified GDD format and the general purpose one. Their development processes were observed and evaluated to know if there were any difficulties. The resulting video games were played by the players to find which are better in terms of passive DDA mechanism. The result of developer testing showed that the modified format is better than the general purpose one. The result of player testing showed that the video games made with the modified format are better than their counterparts, albeit by an insignificant margin. Based on the results, we declare that the modified GDD format is successful.
AB - Video game is a type of entertainment software, and therefore the satisfaction of its players is the primary mean to measure its quality. One important element of player’s satisfaction is a proper difficulty level, which is neither too easy nor too hard. The current state-of-the-art way to implement it is with Dynamic Difficulty Adjustment (DDA), which allows the difficulty level of a video game to be adjusted at run-time. Currently, the most popular type of DDA is the passive one. Meanwhile, Game Design Document (GDD) is an important artefact in the development process of a video game software, and there is still no GDD format that supports the design of passive DDA mechanism. The aim of this research was to find a new GDD format that supports the mechanism. We modified a general purpose GDD format by adding new parts for designing passive DDA mechanism. We tested the usefulness of the modified format in a testing process involving developers and players. The developers developed video games using the modified GDD format and the general purpose one. Their development processes were observed and evaluated to know if there were any difficulties. The resulting video games were played by the players to find which are better in terms of passive DDA mechanism. The result of developer testing showed that the modified format is better than the general purpose one. The result of player testing showed that the video games made with the modified format are better than their counterparts, albeit by an insignificant margin. Based on the results, we declare that the modified GDD format is successful.
KW - Dynamic difficulty adjustment
KW - Game design document
KW - Requirement engineering
KW - Software development
KW - Video game
UR - http://www.scopus.com/inward/record.url?scp=85112451102&partnerID=8YFLogxK
U2 - 10.26594/register.v2i2.551
DO - 10.26594/register.v2i2.551
M3 - Article
AN - SCOPUS:85112451102
SN - 2503-0477
VL - 2
SP - 86
EP - 97
JO - Register: Jurnal Ilmiah Teknologi Sistem Informasi
JF - Register: Jurnal Ilmiah Teknologi Sistem Informasi
IS - 2
ER -