The Long Path of Frustration: A Case Study with Dead by Daylight
Playability is a key factor in video-games. From a narrative standpoint, the play process is usually designed as sequences of episodes triggered by the player’s motivations, which unfold along a sense of suspense-relief. Suspense, as a factor on engagement, has a strong impact on the narrative of video-games: when it decreases, so does the engagement. This is a common pattern when players are aware that losing is unavoidable. As we point out, many players disconnect from the game in this situation. In this paper we evaluate how suspense affects playability, to analyse how the lack of uncertainty due to the knowledge of the rules may degrade Dead by Daylight game players experience when they are bound to fail. We have observed that players acknowledging that there are no chances to win tend to leave the game. Results also reveal that suspense is modulated by the player’s knowledge of the game.
KeywordsVideo Sequence Game Design Game Rule Narrative Discourse Exit Door
This work has been supported by the Andalusian Government under the University of Cadiz programme for Researching and Innovation in Education 2015/2016 (SOL-201500054211-TRA); by the IDiLyCo project (TIN2015-66655-R) funded by the Spanish Ministry of Economy, Industry and Competitiveness; and by the projects WHIM 611560 and PROSECCO 600653 funded by the European Commission, Framework Program 7, the ICT theme, and the Future and Emerging Technologies FET program.
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