Over the past fortnight I have been continuing to test the
levels, made a couple of change to one of them to test some ideas, and created
a couple of new maps and had them tested as well.
First of all were the changes to the previous map.
I changed the colour of the light in the ‘mystery’ room from
red to the same colour used for the rest of the level, and I added a new room
next to it with a plain looking entrance. I wanted to see if just the body
would be enough to bring players towards the room, even with some minor
completion. As it turned out, the players still went straight towards the
‘mystery’ door, not even looking at this new door, and only walked through it
after checking out the mysterious one.
Another change was the position of this bridge.
I was concerned that the testers where naturally going over
the bridge due to how the geometry was laid out. After players walked out of
the ‘mystery’ room, the bridge was very close to them, so I though that they
may be going over it out of convenience rather than its semantic properties.
Players ended up being less likely to over the bridge, but
still showed signs of interest in it. One player looked across the bridge
before taking the other, another looked below the bridge to see the water, and
another walked halfway across the other route before jumping over the barrier.
I still think that players are somewhat attracted to the structure of bridges,
with their promise of some sort progress and there sole purpose of being
travelled across, but it would appear that players will need some coaxing for
them to go over them. This coaxing could be as simple as placing in near the
centre of their line of sight, as shown with the previous map that did this.
For the subtle change to the interactive valve, I had a look
at the ‘Uncharted’ series.
The games are a good example of using contrasting colours to make
certain props in the level stand out and more noticeable, cluing the player in
to a potential route through the level (notice from 2:12 onwards, the use of
red on the top of the signal box and the use of sky blue on the drain pipe to
contrast with the cream colour of the wall it’s attached to.)
I tried this out on the valve by making it a blue colour.
Sure enough, players now recognised it as something to interact with, or if
they didn’t know how or about being able to interact with things, something of
significance.
This theory of making things stand out with colour is
causing some problems with the level though. Players, if they are unsure of
what to do, assume that this particular light is something of significance, for
the same reason the valve.
This is something that I need to keep in mind when designing
non-experimental levels. I need to make sure that there are no other props
accidentally performing any guiding functions. It’s very tempting when laying
down props to place objects to jazz up the area, and make it look more
artistically interesting. But it seems that it will be necessary to make some
areas look purposefully dull, or at least less interesting, then others to make
the guiding work.
I made two new maps to test a couple of other ideas I had.
This map, which I’m going to call ‘The Bridges One’, is to
further test the notion that bridges attract people towards them. I’m using the
floating black squares particle effect to make the gaps in the floor more
noticeable, which should in turn make the bridges more noticeable.
I’m also testing the idea of simplicity verses complexity.
Do people take the simpler, easier approach, or are they attracted to one which
is more interesting but demanding?
The last thing I’m testing is whether or not people are
attracted to novelty, or newness, in games as much as they are in reality. To
test this, I’ve made the level very blocky, with square recesses in the walk,
mainly perpendicular lines making up its geometry and having abstract floating
black squares. Half way through the level the player may notice this.
The hypothesis is that the players will walk over to it and
investigate.
Thankfully, playtesters did what I thought they were going
to do for the most part.
Players often walked over the bridge structure at the beginning
of the level. There was one tester who didn’t, but I believe it was due to the
black square particle effect not firing in time, so the player didn’t notice
it.
As for the simplicity verses complexity sections, results
were mixed.
Most players at this part took the simple option and went up
the steady slope. There were one or two that jumped up the steps.
But for this part, it was the opposite. Most players jumped
over the blocks and the one or two walked past them.
It would appear that players like to take the simpler
option, but are attracted to scenarios that look fun. Jumping over cubes was
more intersting and fun. Jumping up steps is boring compared to jumping over a
drop that could potentially kill. The risk is exciting. People who don't play
many games may not want to due to lower confidence in the controls and
lack of knowledge of the jump button.
Due to the fact that there were a few players who went
against the trend, it seems that the route that the player takes is going to
depend on their personality.
The 2nd level I made was to test whether or not
players are attracted to or repelled by the unknown.
I’m doing this by making a maze like level, made up of rooms
connected by at least two paths. One path is straight so that player can look
down it, and the other has a curve in it so that they can’t.
The results were a bit inconclusive. The tunnel which people
chose seems to depend mostly on personality, and whether or not they saw a
particular tunnel first. Some players walked straight through the first tunnel
they saw. Others stopped to look and think about what way they wanted to go.
These people usually went through the curved tunnels. Curious people are
attracted to curious things it seems.
In another observation, most people, if they walked straight
towards this half-submerged statue, they walked around it anti-clockwise, which
funnelled them into a tunnel behind it. People walked over this way probably because
there was more openness in that direction.
From what I’ve learnt so far, I’m considering a future
project where the level design could change depending on a players personality.
I’ll need to think about it more however. The next immediate step is to take
what I’ve learnt so far and put it into a distributed level. The digital distribution
service ‘Steam’ allows for members of the public to make content for select
games, which other people can download and give feedback on. It is my to do
just this.