We intend to have all content added to the app before the end of 2022.” “We estimate Dungeon Alchemist will remain in Early Access for about half a year. Listening to people actually using our app is the most efficient way to figure out what's still missing, so Early Access is the perfect platform to finalize our content.”Īpproximately how long will this game be in Early Access? However, there is still a lot of content missing before we can call it a finished product. We are confident we have a very usable and enjoyable mapmaking tool that will satisfy our users at this point. We want to open this way of development up even more, and Early Access is the perfect fit for this. Our community on Discord provides immediate feedback to all our patches, and we try to really listen to their requests and comments. By using examples of the ways my creative output represents queerness within games, and comparing these to other existing texts, this paper demonstrates how nuanced narratives can be produced at the intersections of these categories, and how this framework can be used across multiple mediums to increase and diversify representation.“Dungeon Alchemist is already being enjoyed by thousands of people in our beta program, and we have really enjoyed this way of interactive development. This paper proposes six categories that can be used as lenses for examining representations when writing and analysing videogame texts: central and incidental explicit and implicit and fixed and player-centric. Discussions around this resulting diversity often highlight whether a depiction is 'positive' or 'negative', which does not allow creators or consumers to consider identity in a nuanced way. But with greater acceptance of game texts as artefacts worthy of analysis, and increased accessibility of game-tools so that marginalised creators can use the medium to tell their story, diversity in games has been increasing. Videogames commonly represent dominant identities as a default: white, male, cisgender, heterosexual, and able-bodied. This research supports and extends prior findings which suggest that NUIs might not be as natural and intuitive as they are designed to be. Additionally, game genre differences were found suggesting shooting games (first- and third-person shooters) to be more frequently played with gamepads and sports games to be more frequently played with NUIs, and gamepad session were as much as 50 per cent longer on average. No differences in controller simplicity or the overall enjoyment were found. Likewise, participants discussing NUIs were more likely to comment on the controller’s lack of precision, feeling unnatural, having less success during the game session, and seeing the controller as more novel. While the same eleven discussion themes emerged when players described either gamepad or NUI experiences, participants discussing gamepads were more likely to comment on the controller’s precision, comfort, success using the controller, and their past experience with the controller. A secondary qualitative analysis of N=238 open-ended comments to a larger game controller experience survey were analysed for emergent themes, with χ2 tests used to compare the frequency of their mention between the two controller types. This research report sought to understand how gamers experienced recent gaming sessions using traditional game controllers (gamepads) or natural user interfaces (NUIs, such as the Nintendo Wiimote).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |