This week I created and tested a 3rd person
camera level.
The goal of the level is to collect all the cakes and head
to the exit. The players however don’t know this when they start, and work out
the goal at the end when they see a number counter increase when they collect a
last piece.
The level uses the same light vs dark idea from one of the
previous levels, and I wanted to know if I got different results with a new
camera. My hypothesis is that players will feel more detached from the character
on screen, so would fell less danger, and thus will venture into the darkness
more often. There are two different variants; one that uses a fixed camera that
the player can’t control, and another that uses a controllable camera attached
to the character.
The fixed camera lets me look into controlling the image on
screen as a way to influence the players decision. At a few points, I have the
image framed so that the prominent part of the image is a dark or a light path.
I wanted to see if this has an effect.
I only managed to test the fixed camera version this week,
so next week I’ll be testing the controllable camera, along with any other ideas
I have in the meantime.
The level is made up of a few different sections, each with
a dark and a light path they can go down, like in the original. I took note of
each players general action qualitatively, as well as which path they chose the
first time they entered a section as raw numbers.
What I found was similar to the original test, that the
amount of players choosing dark and light paths first is about half and half.
Out of the 6 players who tested it 3 mostly went down dark routes first, and
the other 3 mostly went down the light routes. However, within the players own choices there was a near 50:50 split as well. All of the players who
mostly went down the dark paths had a 3 – 2 split out of the 5 choices they
made. Within the players who mostly went down light paths was an outlier who only took routes that where illuminated.
There were a few notable behaviours. Players didn’t seem hesitant
in going down the dark paths as much as they did with a first person camera.
They would usually go past the entrance to the dark path, and then back up to
see what was down there. Also, there was only one player who went into the
first dark area in the level.
Other players came back to this area either after reaching
the end of the level, as they need to in order to complete it, or after
going into the dark area of this 2nd section.
It would appear that either players didn’t want to go into
the woods, or they didn’t know that they could. It is known that players eyes
are drawn towards areas of contrast, so it could be that in this 3rd
person game, light is more about catching the players eye more than creating an
area of safety that the player feels emotionally.