Currently, I’m on a work placement at White Paper Games as a
tester. I’m there to test out the game for bugs, and also to help with design
decisions when any problems with it come up. On my first day, I acted as a
playtester and just played through the game while Pete, White Papers Games’
technical designer, sat and watched what I did, noticing where I had trouble
progressing through the game. A few issues came up.
A big issue was to do with these Ribbons.
In the game, you need to collect them in order to progress
onto new levels. However, I didn’t feel the need to collect them. I wasn’t told
at any point by an NPC and there was no indication that I could or should be
interacting with it. This is even taking into account that the game revolves
around exploration, and investigating items by clicking on them. Although I
clicked on pretty much everything else, I didn’t click on these.
Although the ribbons were eye-catching, I don’t think I felt
the need to collect them for a couple of reasons. Firstly the level was taking
place in a town with a Morris dancing competition. A voice over from an NPC and
several notes and signs around the environment cemented this fact. As a result,
I thought that the ribbons were just decoration. I don’t know if I would have
felt the same way if the town didn’t have such a heavy narrative around it.
Secondly, everything I was clicking on looked like it could
be picked up or otherwise looked like it could do something. Things like doors,
drawers, pianos, small objects etc. These ribbons weren’t loose and where
attached to a pole, so it didn’t follow the same design rules as all the other
small objects that I was picking up. So I didn’t think I could pick it up.
After I had played the game, the team implemented a wispy,
ethereal sound effect of people whispering that would emanate from the ribbons.
This gave them an over-worldly, odd and unrealistic semantic. When other people
were brought in to playtest, they picked up the ribbons with ease.
It seems that adding the sound made the ribbons themselves
stand out as objects. What I mean by that is that they, as objects, weren’t
seen as important until they started making a sound that in real life, and in
the game, they hadn’t ever done before. By making a sound, they were breaking
the rules of the game’s narrative world that had been established up to that
point. I don’t think it had to be a sound, it could have been something visual
and the effect would have been the same. In the Sands level I did a couple of
months ago, at the end of it, the player picks up a rotating cube. None of the
testers had trouble knowing that they needed to pick up the cube, regardless of
how experienced they were.
If that cube was rooted to the ground, I’m sure people would
have had trouble.
I’m considering doing a small map to test this idea applied
to environmental navigation on some less experienced players.
Another issue that came up involved how I was viewing the
objects in the environment.
At one section of the game, I was inside a mine, and need to
strike a piece of iron and tin a certain number of times in a sequence. When I
first started this puzzle, I quickly deduced that I needed to strike the
material, but I couldn’t find where it was and ended up looking around for some
time. After being told where one of the materials was, I went around looking
for another object that would be made of the other material. However, both
materials were on the pictured pipe mesh. It hadn’t occurred to me that
different parts of the pipe could be different parts of the puzzle that I
needed to interact with.
I’m curious to see if this was just my previous experience
of how I thought that games were structured, or whether or not this is
something to do with how people comprehend games in general. I’ll think about
doing another map which uses the same idea, and see if less experienced players
have any trouble with it.