Kunskap Och Mindreading Inom Fightingspel

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Kunskap Och Mindreading Inom Fightingspel KUNSKAP OCH MINDREADING INOM FIGHTINGSPEL KNOWLEDGE AND MIND READING IN FIGHTING GAMES Examensarbete inom huvudområdet Medier, estetik och berättande Grundnivå 30 högskolepoäng Vårtermin 2014 Daniel Axelsson Handledare: Henrik Svensson/Sanny Syberfeldt Examinator: Mikael Johannesson Sammanfattning Denna rapport handlar om hur spelare kommer fram till beslut i fightingspel: om de använder kunskap eller om de förutser vad motståndaren ska göra. Bakgrunden behandlar termen ”mindreading” och vad fightingspel är samt vilka skickligheter som används i fightingspel. En förundersökning gjordes med erfarna fightingspelsspelare för att undersöka vilka faktorer som skulle kunna vara viktiga. Rapportens frågeställning är om det är spelmekaniken eller förmågan till mindreading som är viktigast för framgång i ett spel med frekventa Yomi-situationer såsom fightingspel. Ett enkelt rundbaserat fightingspel togs fram för att användas i undersökningen. Sex par försökspersoner spelade spelet och samtidigt fick de tala högt om sina tankeprocesser. Analysen av spelomgångarna och spelarnas kommentarer indikerade att beslut baserade på spelmekanik var mer framgångsrika än beslut baserade på mindreading. Denna rapport bygger på en undersökning med dataspelare som dock inte var specialiserade på fightingspel. En kommande undersökning skulle kunna göras med mer erfarna spelare. Nyckelord: Dataspel, Fightingspel, Yomi, Mindreading, Kunskap Innehållsförteckning 1 Introduktion ..................................................................................................... 1 2 Bakgrund ......................................................................................................... 2 2.1 Mindreading .............................................................................................................. 2 2.1.1 Hypotetiskt-praktiska simuleringar ........................................................................... 3 2.1.2 Exempel på mindreading: ‘sten, sax och påse’ ........................................................ 4 2.1.3 Mindreading i dataspel ............................................................................................ 5 2.2 Fightingspel .............................................................................................................. 5 2.2.1 Spelmekanik i fightingspel ....................................................................................... 6 2.3 Färdigheter inom fightingspel ................................................................................. 7 2.3.1 Kunskap om spelmekaniken ......................................................................................... 7 2.3.1 Footsies .................................................................................................................10 2.3.2 Yomi .......................................................................................................................11 2.3.2 Fingerfärdighet .......................................................................................................14 2.3.3 Reaktionsförmåga ..................................................................................................14 2.4 Personliga intervjuer - Förundersökning ...............................................................15 2.4.1 Analys av intervjuer ................................................................................................16 3 Problemformulering ..................................................................................... 19 3.1 Frågeställning ..........................................................................................................19 3.2 Metodbeskrivning ....................................................................................................19 3.2.1 Metoddiskussion ....................................................................................................22 4 Genomförande .............................................................................................. 23 4.1 Dataspelet framtaget för denna undersökning ......................................................23 4.1.1 Arbetsprocessen ....................................................................................................23 4.1.2 Speluppbyggnaden ................................................................................................24 4.1.3 Kontrollerna ............................................................................................................25 4.1.4 Spelplanen .............................................................................................................25 4.1.5 Drag .......................................................................................................................27 4.1.6 Förflyttning .............................................................................................................28 4.1.7 Hopp ......................................................................................................................28 4.1.8 Slag ........................................................................................................................29 4.1.9 Kast ........................................................................................................................29 4.1.10 Speed ....................................................................................................................29 4.1.11 Instruktioner till spelaren ........................................................................................30 4.2 Genomförande av spelobservation ........................................................................30 5 Analys ............................................................................................................ 32 5.1 Utvärdering ..............................................................................................................32 5.1.1 Spelmekanik ..........................................................................................................35 5.1.2 Spelmönster ...........................................................................................................35 5.1.3 Blandat ...................................................................................................................36 5.1.4 Annat .....................................................................................................................36 5.2 Tabell över utvärderingarna ....................................................................................37 5.3 Analys av tabellerna ................................................................................................40 5.4 Slutsats ....................................................................................................................41 6 Avslutande diskussion ................................................................................. 43 6.1 Sammanfattning .......................................................................................................43 6.2 Diskussion ...............................................................................................................43 6.2.1 Etik .........................................................................................................................45 6.3 Framtida arbete ........................................................................................................45 Referenser ............................................................................................................... 47 1 Introduktion Fightingspel är en spelgenre som ökat i popularitet sedan den fick en återuppväckning 2009 i samband med att Street Fighter 4 släpptes. Fightingspelens första stora boom inträffade när föregångaren Street Fighter 2 kom ut som arkadspel 1992, men minskade sedan stegvis i popularitet till den grad att de nästan ansågs vara ”utdöda”. Efter att Street Fighter 4 kom ut släpptes flera fightingspel från olika företag ut på markanden och många turneringar har genomförts. Personer som är bra på spelet kan leva som professionella spelare. Vad är det som gör att en spelare vinner i ett fightingspel? Att studera vilka faktorer som är avgörande för att vinna över en motståndare i fightingspel kan vara till nytta vid utveckling av dataspel. Faktorer som spelarna tycker är underhållande kan tas fram som till exempel att kunna förutsäga motståndarens handlingar eller att lära sig göra svåra ”inputs”. Denna kunskap är viktig för spelutvecklarna för att göra bättre spel. Den är också bra för spelarna själva eftersom spelarna får reda på vad som gör dem bra i fightingspel och de kan se sina styrkor och svagheter. I den akademiska världen finns det ytterst begränsad information om fightingspel. Det finns artiklar som handlar om att vissa aspekter i spelet ‘sten, sax och påse’ liknar fightingspel (Gingold, 2006). ‘Sten, sax, påse’ handlar om att förutse vilka av de tre valen som din motståndare väljer och liknande gäller för fightingspel. Förmågan att förutse en spelares agerande kallas för mindreading1. Mindreading handlar om att förstå en person utan att fråga personen själv. Mindreading i spel som schack har även varit ett objekt för forskning (Gordon, 1986 s. 162). I fightingspel använder man sig också av mindreading men det finns för närvarande ingen litteratur som beskriver detta. Rapporten är strukturerad på följande sätt: Kapitel 2 inleds med allmän information om mindreading och om hur fightingspel fungerar för den som inte är insatt i ämnet. Vidare gås de färdigheter som används inom fightingspel igenom.
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