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Table 2. Basic information of the target games

         Games                           Year   Platform    Number of   Button   Clear condition
                                                        buttons    reaction
         Dance Dance Revolution (DDR)    1998   Arcade   4         3          Alive until the end
         Beatmania IIDX (IIDX)           1999   Arcade   5         4          Alive until the end
         Jubeat                          2008   Arcade   8         2          Alive until the end
         Love Live! School idol festival (SIF)   2013   Mobile   9   2        Alive until the end
         The Idolm@Ster Cinderella Girls (CGSS)   2015   Mobile   9   3       Score > 700,000
         Nostalgia                       2017   Arcade   16        2          Score > 700,000

           The game selected have two kinds of winning condition.  First is the lifeline system. If the player misses any
        of the stream blocks, the lifeline decreases. The lifeline fell into 0 means losing the game. DDR, CGSS, IIDX,
        SIF incorporate the lifeline. Another is the scoring system, and there exists a required score for clearing the
        game; the game's score should be not less than the limit. The Jubeat and Nostalgia belong to this type.
            The reactions of the button are also different. The DDR has three reactions: step, keep step, and avoid step;
        CGSS has four reactions: note, long note, flick, and slide; IIDX, SIF, and Jubeat have two reactions: touch and
        keep touch; And the Nostalgia has three reactions: touch, keep touch and flick.
           To compare the game in the same condition. This study, based on game setting, analysis the result on the
        same level. According to the method, this study recorded the high-level rhythm gameplay and collected the
        gameplay statistic. Five people have played the game ten times for CGSS and SIF. Another data was from the
        recorded video of the 9th KAC (KONAMI Arcade Championship). The KAC divided the players into a different
        group and played two or three songs for one competition based on the final scores. This study collected 20
        champion candidates of data in one rhythm game.


        3. Experiment Result and Analysis
           The result shows that the GR value of the rhythm game stays relatively lower with fewer buttons. It
        indicates that the players should pay more attention to consider the other button and the next hit when players
        were hitting a point when the number of buttons was increased. Hence, the game's sophistication involves
        some accretion levels to be exciting for the rhythm games.

        Table 3. Experiment results
                                   Sample   Total touch   Number   Button   Possible   Average game   GR
                  Games
                                    size    times   of buttons   reactions   combinations   length   value
         Dance Dance Revolution (DDR)   20   16315     4       3        12         815.75    0.014
         The Idolm@Ster Cinderella Girls   90   61718   5      4        20       685.7555556   0.028
         Beatmania IIDX (IIDX)      20      27800      8       2        16         1390      0.011
         Nostalgia                  20      27361      9       2        18        1368.05    0.012
         Love Live! School idol festival (SIF)   90   61518   9   3     27       683.5333333   0.038
         Jubeat                     20      18458     16       2        32         922.9     0.034
           The dashed line separates a noticeable difference in Table 3, which was affected by the clear condition noted
        in Table 2. Those with the condition of "be alive till the end" have a small GR value, which means they are







        E- Proceedings of The 5th International Multi-Conference on Artificial Intelligence Technology (MCAIT 2021)   [220]
        Artificial Intelligence in the 4th Industrial Revolution
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