On the 5th November 2013, After putting up the posters
around the university, I had 4 more players play the lighthouse level. One of
the players was inexperienced, with the other being experienced, so it gave a
good opportunity to compare their playing styles and see if there were any
differences or similarities.
I had made a change to the map for this test, by placing
some additional rocks on the stone bridge leading to the mine, to see if
players made the association with mines and earthly-ness, or perhaps a kind of
‘anti-association’ with lighthouses and nautical-ness.
Out of the 3 experienced players, 2 of them went to the
lighthouse first and the other the mine first. All of them wanted to interact
with things in the environment, namely the deck chairs and the glowing gems, as
was seen in the test where they were first used. One player at first didn’t
want to go into the mine as it was to dark, yet another wanted to go down there
precisely because it was dark. One of the players who went to the lighthouse tried
to interact with the rocks first, and because nothing happened they became
uninterested and went the other way. The sole player who went to the mine first
do so because they thought that it would be a dead end, and thought that there
might be something down there that they would of missed otherwise.
One thing that all three had in common was that they felt
the path to the lighthouse was the ‘proper’ or ‘interesting’ way to go.
The inexperienced player ended up playing much in the same
way as the 2 experienced players who went to the lighthouse first. She thought
that the gems would somehow be interactive and felt that the lighthouse path
was the right way to go.
During the day, I thought that the reason for the majority
of the players being drawn to the lighthouse path may not have been due to the
combination of the lighthouse image and the deck chairs, as none of the players
cited that when I asked them. Instead it seemed that the deck chairs by
themselves were interesting enough. I thought that this could be down to being
a more social object than the rocks, as a chair could promise the existence of
characters, and a purpose for the chairs to be there.
(In later tests, this idea comes up again, where a man-made
structure placed in a natural environment made the nearby area seem to some
players like it had a purpose, which could promise additional structures and
objects of interest.)
However, at the end of the day, I was made aware of the fact
that the lighthouse path had an arch in it, which as something that was tested
in semester 1, was shown to attract players. I put the arch in to hide the
lighthouse itself, as it was what Disney call a ‘weenie’, a highly visible
landscape icon that draws people towards it, wanting to see it close up. In my effort to avoid this, I
ended up making it more attractive.
I had one of the testers test out some of the other tests:
First of all was the level which used a general aesthetic to
communicate the goal to the player.
The level is an attempt to create the feeling of an
apocalypse, with the environment created to look as bleak and depressing as
possible. The level is in greyscale, it’s raining both visibly and audibly,
characters are falling from the sky, there’s blood everywhere, and at the end
of the streets the players it meet with a huge hole in the world, which they
can choose to jump down or sidle around.
If they choose to sidle there is another very bright exit
that looks like a door to somewhere.
The one player I had play it that day didn’t seem that
involved with the game and its aesthetic. He thought it was ‘cool’, but didn’t
feel like he should have been depressed or otherwise unhappy. He also thought
that the falling NPCs ragdolling on the ground were funny, which didn’t help.
And naturally the player decided to sidle round the hole to the non-suicidal
bright exit. At a later date I had another player play it, and got the same
results. From this I ended up feeling that the level was a bit of dud in terms
of influencing behaviour. Maybe it would of worked if there was some sort of
extrinsic narrative for the player to be invested in, but as it stands, it
doesn’t look like basing the game around a particular aesthetic isn’t
guaranteed, if at all, to trigger an emotional response.
This would be quite an interesting idea to base an artistic
game around. If players aren’t going to be influenced by the general aesthetic,
maybe a point could be made by having the world shoe one thing but have the
aesthetic suggest something else.
I also had the player play a quick map edit I made to the
‘complex vs simple’ test I did in semester 1.
At certain points on the map, I placed post process volumes
that tint the screen red. At first I do this at threatening areas, such as at
the start with the spike pit, but later on I placed them in non-threatening
areas. I wanted to see if this would be enough to affect the players decision
making, and how strong it would be. If the player goes into a neutral area and
due to the tint decided to backtrack, then we can say that the effect is very
strong.
The player thought that when the screen went red, they were
being damaged, as they were an experienced game player and nearly every modern
shooting game today has a similar effect when the player character is damaged.
In spite of this, the player didn’t seem to be heavily influenced by this. At
one point in the map is a t-junction, where one side tints red and the other does
not. The player at that point went down the red tined path, but kept on going, not
really seeming to care. It was as if the illusion had evaporated for them., and
thus the red tint became pointless.