When looking into the theories around player guidance and
indirect control, I found a bit of a dispute. In an interview for the website Gamasutra, designer Kim Swift talks about how she uses the
players’ primal instincts to guide them through a level, for example by using
lights.
‘Players are going to
want to go towards the light, as opposed to the dark. That's hardwired into us
as human beings, because we don't want to get eaten by the bad thing in the
dark, and so we're going to go where it's light out and we can see...taking advantage of the fact that we're animals...’
However, another designer by name of Randy Smith, in a GDC talk about stealth games, says that what the player is drawn to depends more on the mechanics of the game
than base human instincts.
‘…very bright areas
are environmental challenges to hiding, and areas of loud flooring are
environmental challenges to moving silently …during gameplay players tend to
gravitate towards stealth friendly areas and tend to shy away from stealth
unfriendly areas…’
So I decided to do a test. I created a maze like level made
up of a series of t junctions, where one direction had a light in front of it
and the other didn’t. The end goal for players was to find a piece of floating
cake. Not all of the testers were told this goal. All of the testers were also
experienced game players.
I tested 2 versions, one where the dark areas where
completely pitch black, and the another which used a more artistic darkness
made up of a dark blue light.
With the first few testers, things went as I had imagined - they were reliably taking the illuminated route. Every so often however, they would look down a dark corner in an effort to find the cake. After this intial batch, players arrived that were taking the darker routes more often than the light ones.
I asked players why they choose the routes that they did. Those drawn to light more talked about how they avoided the dark as games don’t often put things in dark areas, another talked about how she was able to see better in the light, and another said while playing ‘I’m not going down there, it’s too dark’. Players who went into the dark more often talked about how they thought that the cake, since it was hidden, was going to be in a darker area, or that they felt that the lights where there for people to be drawn to them, and thus out of genre savvy-ness decided to go against what they felt were being made to do. Whether or not the player knew of the ultimate goal didn’t seem to effect the outcomes.
I asked players why they choose the routes that they did. Those drawn to light more talked about how they avoided the dark as games don’t often put things in dark areas, another talked about how she was able to see better in the light, and another said while playing ‘I’m not going down there, it’s too dark’. Players who went into the dark more often talked about how they thought that the cake, since it was hidden, was going to be in a darker area, or that they felt that the lights where there for people to be drawn to them, and thus out of genre savvy-ness decided to go against what they felt were being made to do. Whether or not the player knew of the ultimate goal didn’t seem to effect the outcomes.
With the other, lighter map, it would seem that players were
more likely to go down the paths in the dark, as only 1 of the 5 players completely
followed the path laid out by the lights. I feel that more testing is going to
be needed.
From these results, it looks like the idea that players are naturally
drawn to lights could be an incorrect assumption. It would be more correct to
say that players seem to avoid absolute nothingness, whether because of a
genuine fear of the unknown, or because the nothingness is seen as blank and
uninteresting. But even then, more adventurous people are willing to brave it,
and there are going to be people who have played video games enough to know
when they are being manipulated by the design of the level.
I would like to go further with this test, as all of the
players were experienced in video games, and I would like to see if I get the
same results with people who don’t play video games often.
Also this week, I re-ran the tests with the bridges made out
of different materials, as I was unhappy with the thoroughness of it.
This time, I have swapped the materials of the bridges, to
see if it made a difference to the directions that players went in.
It turned out that it didn’t. Players were still going in
the same general direction as last time, so it appears that people aren’t affected
by the material of the bridges when it comes to making a decision about which
one is safer to cross.
After talking to my tutor Josh about the results, and some
of the previous tests including the use of weather to guide people, we came to
the conclusion that players don’t have the same instincts in games as they do
in reality. There are a few that still affect, such as a fear of the unknown as
apparent in this week’s tests, but it seems that in a simulated environment you
still need to teach the player about how the world works, the ‘rules’ as it
were. If the wooden bridges in the previous map crumbled and fell after the
player stepped on them, it’s obvious that they wouldn’t step on them again. But
because they didn’t crumble, even if they looked like they were broken and falling
apart, the player felt that they would forever be safe to stand on.
This has inspired a new direction to the research, and I
will be asking the question of ‘Which human instincts to we bring into the game
world and which do need to be taught again?’ Due to the lack of time this semester,
I will be leaving a lot of the idea I have for the next one. However I should
still have time to perform one more test in a couple of weeks.
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