检索规则说明:AND代表“并且”;OR代表“或者”;NOT代表“不包含”;(注意必须大写,运算符两边需空一格)
检 索 范 例 :范例一: (K=图书馆学 OR K=情报学) AND A=范并思 范例二:J=计算机应用与软件 AND (U=C++ OR U=Basic) NOT M=Visual
作 者:江欣杰 朱诗源[1] JIANG Xinjie;ZHU Shiyuan(School of Design Art,Changsha University of Science&Technology,Changsha 410000,Hunan,China)
机构地区:[1]长沙理工大学设计艺术学院,湖南长沙410000
出 处:《玩具世界》2025年第1期60-63,共4页Toys World
基 金:湖南视频文创产业融合发展机制及对策研究(22A0203)。
摘 要:近年来,电子竞技市场持续扩展,格斗游戏作为其中的重要项目也越发受到关注。随着这一趋势的发展,研究格斗游戏的竞技内容设计变得尤为重要,尤其是其中与玩法紧密相关的“立回”概念。文章基于长达四年的社群研究,探讨格斗游戏中狭义立回和广义立回的来源与特征,并将其与体育博弈论建立联系。文章认为,在设计零和双人完全信息博弈类游戏时,应兼顾即时战术的多样性与宏观战略的深度,以确保游戏的竞技性和观赏性。In recent years,the e-sports market has continued to expand,and fighting games,as one of the important projects,have attracted more and more attention.With the development of this trend,it is particularly important to study the competitive content design of fighting games,especially the concept of"footsies"which is closely related to the way of playing.Based on four years of community research,this paper discusses the sources and characteristics of narrow and broad footsies in fighting games,and establishes a connection with sports game theory.It is believed that when designing zero-sum two-person complete information game type games,the diversity of real-time tactics and the depth of macro strategy should be taken into account to ensure the competitive and ornamental nature of the game.
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在链接到云南高校图书馆文献保障联盟下载...
云南高校图书馆联盟文献共享服务平台 版权所有©
您的IP:216.73.216.7