Looking back on my initial goal of finding indirect control
methods for inexperienced players; I feel that the goal was a little short-sighted.
What I was actually seeing was not different people having different behaviour
based on experience, but different behaviour based on personality, with
decisions being made based on their individual playing style and what they personally
found interesting.
I think the idea of having different players led to different
challenges and experiences through level design still has merit, except instead
of basing what a player could arrive at on experience, it will be based on
personality. I still think that players who were going to important looking
areas last were doing so in order to ‘game’ the environment, looking for
advantages. and players who went to important areas first weren’t either
concerned or interested in finding game like experiences.
So perhaps we can use this idea to create an exploration
based game, where players walk around a 3d environment, and players who just
want to look around can be led on a sightseeing tour, but those who want a more
game like experience, with action, danger and puzzles, can be led to areas that
will give them that.
This would take a lot of work, as it would essentially mean
that I would need to make twice the content. However, I believe I could offset this
by using a simplistic art style inspired by the research.
Throughout it, I saw many environmental stimuli and
aesthetics that I don’t believe have an effect on player behaviour, despite
that they would of if the player was placed in the same situation in real life.
Things such as: materials, being in a large open area, dangerous looking passage ways, oppressive looking architecture, camera views being shook about and using an emotionally inspired aesthetic.
If these things don’t have an effect on behaviour, then for
this game maybe an art style could be developed that doesn’t include them. Essentially,
a bare bones representation of a world that, while being aesthetically
pleasing, only gives players the necessary information they need in order to make decisions on where they want to go.
This art style would end up being low detail, simply because it would be the only amount required.
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