I decided to take the idea of material semantics a bit further,
and incorporate some new things into it.
I want to see if the general mood and feeling of a level
will influence the actions of the player. I took the previous ‘metal and woodenbridges’ level and changed the bridges to be made out of wood and vines. Vines
aren’t normally associated with the ability to walk across them in reality, but
are in fantasy and adventure stories.
I made two versions of the level, one in a realistic
environment and one in a more abstract unrealistic environment.
In the realistic environment, players were generally cautious
of the vine bridges at first, but by the time they got to the 2nd or
3rd bridge, and noticed that they could be used as bridges, they
used them more often, I imagine due to the novelty of it.
However, when in the abstract environment, most of the
players ended up being more reluctant to go across the vines. This was
unexpected, as I thought that players would see the odd world with the floating
rocks and platforms and think that the world didn’t adhere to realistic rules.
The level itself was floating in an empty sky, with no visible ground
underneath. Maybe it was because of this the players felt unsettled didn’t want
to risk falling through the vines.
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