Resurssien haltuunoton esittäminen mobiilipeleissä ja Clash of Clans -pelin resurssien haltuunoton heuristinen arviointi
Resurssienhaltuunottoonpieniosaaudiovisuaalistapelisuunnittelua. Resurssienantaminenpelaajalleonmyöstärkeätapapitääylläpelaajanmielenkiin- toa peliin, ja niiden myyminen taas tärkeä osa pelin monetisaatiota. Tässä tutkiel- massa kuvaillaan pelin Clash of Clans tapaa esittää resurssien haltuunottoa ja ar- vioidaannäitätapojamobiilipelienpelattavuusheuristiikoilla.Tuloksinasaatiin,että Clash of Clans noudatti viittä kuudesta heuristiikasta. Huomionarvoista on kuiten- kin se, että hyödynnetyt heuristiikkakokoelmat ovat ajalta ennen free-to-play mo- biilipelaamisen yleistymistä. Resource gathering is an important part of audiovisual game design. Gi- ving resources to the player is also important for maintaining the users interest for the game, and selling resources is important for monetization of the game. In this paper the resource gathering methods in Clash of Clans are presented and evalua- ted via mobile game playability heuristics. Clash of Clans passed five out of the six heuristics. It is important to note however, that the heuristics sets are from a time before free-to-play mobile gaming.
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