Designing a Non-Violent Combat System for a Children’s RPG Game
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Abstract
The article addresses the issue of designing a non-violent combat system for a children's RPG game. It presents the results of an empirical research. Its purpose is to obtain data to determine the balance between tactical control and direct damage mechanics.
The scientific novelty of the study lies in the empirical identification of the structure of perception by children aged 6–12 of various types of game mechanics: tactical (indirect impact on the enemy), tactical-force (neutralization without direct damage), and force (direct damage). Based on a combination of card sorting and associative analysis methods, a matrix of similarity of mechanics reflecting their categorization in children's minds was constructed, and stable emotional reactions and associations of children regarding key elements of the combat system (ice – control, wind – humor, electricity – ingenuity, fire – danger, etc.) were identified.
As a result of the study, three clusters of mechanics were identified (“Turn Skip,” “Weakening and Restriction,” “Direct Damage”) and a preference rating was compiled, in which tactical mechanics took the leading positions, while force (direct damage) mechanics were not a priority and were described by children as boring. Thus, the hypothesis regarding the preferences of the children's audience was fully confirmed: the core of a safe combat system should consist of non-violent tactical mechanics (70-80%) that ensure the intellectual engagement of players, combined with tactical-force mechanics aimed at their emotional release.
The practical significance of the study is determined by the possibility of applying the developed recommendations in the design of children's video games, as well as the adaptation of the proposed methodology for similar studies.
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References
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