Last week, I meet the animator Candy Guard. She was giving a
lecture about her work, and something that struck out at me was how much she
based it on reality. She specialised in observational comedy based around
everyday, relatable experiences. Part of the
charm of her work is seeing scenarios that remind you of your own life.
I asked her how essential it is for her work to include these naturalistic
scenarios, and whether or not she could imagine herself doing anything more
abstract. The answer she gave didn’t really answer the question. Instead she went
into detail about her art style. She uses simple line art for characters and environments,
as she considers it to be ‘more universal’ so that more people would be able to
identify with the characters. The simplicity of the visuals allow for the characters
to become a near blank canvas for the audience to project themselves into; there
are less variables that need to line up between the audience and the character
for them to be relatable, it makes the character more malleable in order to fit
the mind of the viewer.
I was inspired by this, and asked the question ‘would the
same thing apply to 3d environments?’ Would the malleability of the player’s
behaviour change if the level was visually simple?
I created a block out of a level, which included a selection
of the different cues I had been testing up to this point, namely lights and
visual threat.
I also tried something new with some lines as paths for the players
to potentially follow.
I’ve only had 8 people play the levels so far, but there
were some noticeable differences in how players behaved.
At the beginning of the level I had placed this spike trap.
To get over it players need to jump onto the raised beam to give them the necessary
height to make it over. If they just jump over the beam without looking, they
fall in. This makes sure that players fear the other spikes immediately afterwards. I
placed a red light by the spikes so that there is at least some clue that something
dangerous is down there.
All simple level players didn't look at the first spike jump
and dived straight into them. But 3 of the 4 complex level players noticed the
spikes, and made it across safely.
Although there's not enough people to form a solid
conclusion, it would seem that the semantics of the red held more weight in the
decorated/complex level. Perhaps the stone temple-like visuals held additional
semantics that prepared the players for danger.
This area was a continuation of the previous fire level,
where I was testing to see how player react to different levels of
environmental threat. With that test, I came to the conclusion that players viewed different
sized threats as the same as each other; there is no such thing as something
that looks a little bit threatening. Watching people play through these new levels gave more evidence for that. Everyone chose to go through the large spiked path
crouching under them to fit through the thin gap underneath. All the players
also stopped and looked at their options before choosing a path, so it was
clear that this was a thought out decision rather then something they did on
auto-pilot.
A choice in the levels between whether to go down a light or dark path
still brings up the same outcome as it has the past couple of tests; it’s about
50:50. What could be interesting is how players choose which path to go down. Those
playing the simple level where generally more cautious about committing to a
path, they would walk down one, turn around to see where the other went, and
slowly edged forwards into making a decision. Those playing the complex looking
level where more likely to down one path and stick with it, although some would
backtrack afterwards to see where the other path led. This is something that I
would like to look into more, maybe with an additional level focusing in it.
Finally there was the new test with lines. This didn’t go as expected, as only one player,
playing the complex level, followed the line laid out on the floor. The
majority of the players took the first corner on both levels. One player on
each level took the corner furthest away. It would seem that the manipulative
power of lines on the floor doesn’t change with the complexity of the visuals.
Some interesting result came from this experiment although,
as stated before, I’m going to need to get more data before I say that it’s a
definite conclusion.