In a dense 3D environment, evaluations of user interface design for occluded internal structures focused primarily on a time-based measure of efficiency of selection and manipulation. However, there is a tradeoff when designing automated hints in these environments in the case of strategy-based games, as these hints compromise the mentally demanding nature of a 3D game and the player’s ability to envision a mental map of the environment. In the case of a desktop-based 3D Connect Four, hinting that an opponent will win the next round can be presented to the player in two ways: previewing the danger position with a differently colored sphere or revealing the existing spheres that only needs one more opponent sphere to win. We conducted a within-subjects study of 12 participants to test these two hints versus a control condition. The results reveal a trade-off between the helpful and distracting nature of hints and how such hints might affect challenge and cognitive load. The insights from this user study point to better 3D game hint designs and balancing the gameplay when hints are present or absent.

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Gestalt Approaches to Hinting in Games: A 3D Connect Four Case Study

  • Yuta Hirahata,
  • Nicko R. Caluya,
  • Damon M. Chandler

摘要

In a dense 3D environment, evaluations of user interface design for occluded internal structures focused primarily on a time-based measure of efficiency of selection and manipulation. However, there is a tradeoff when designing automated hints in these environments in the case of strategy-based games, as these hints compromise the mentally demanding nature of a 3D game and the player’s ability to envision a mental map of the environment. In the case of a desktop-based 3D Connect Four, hinting that an opponent will win the next round can be presented to the player in two ways: previewing the danger position with a differently colored sphere or revealing the existing spheres that only needs one more opponent sphere to win. We conducted a within-subjects study of 12 participants to test these two hints versus a control condition. The results reveal a trade-off between the helpful and distracting nature of hints and how such hints might affect challenge and cognitive load. The insights from this user study point to better 3D game hint designs and balancing the gameplay when hints are present or absent.