After the previous tests, I had the idea of looking into
using threat to influence players’ decisions. Many of the previous tests had
used this idea before in a more inferred and implicit way, such as the light
and dark town, where the dark paths could be seen as threatening, and the
bridges test, where there was a threat of falling if you choose the wrong
bridge to walk over. I felt it was a good idea to do a test making the threat
more explicit, or at least use more threatening looking architecture and
geometry. Also, I felt that some players were finding the test levels boring,
and I thought using threat would make it more engaging.
The level I made was set in a mine, with various junctions
and paths the player could walk down in order to find a gem. After completing
the gem, the mine would start to collapse, with rocks falling from the ceiling
and the player camera shaking. The player would then have to go back the way
they came, arriving back to where they started to complete the level.
Some of the paths were made to look ‘safe’, with smooth
edges, blue lighting, a surrounding structure and plant life. Other paths were
made to look ‘dangerous’, with red lighting and jagged edges.
The gem is placed in circular room. At the back of the room
is another path leading to a dead-end. This was an extra little test to see if
players would immediately backtrack after the mine starts collapsing, or if
they will continue to think that the progression in the level was linear.
Most of the players who played this version of the level were
experienced, with few novice players.
The one novice player that had played the map at that point enjoyed
it, and mostly went down the safer looking corridors. After collecting the gem,
she went back the same route she came in on.
The experienced players I had play the map were split
between going down safer routes and dangerous ones. A few of the players had
noticed the large pieces of rock in the ceiling, and had guessed that they
would come loose at some point.
None of the players had trouble picking up the gem, which at
this point I believe became conclusive prove that bright objects that afford
some kind of interaction will be interacted with by a player. They didn’t need
any additional flashyness, they just needed to stand out in the environment.
Something I noticed with all of the players was their
reaction to the falling rocks. All of them assumed that they would be hurt by
them in some way, even though there wasn’t any feedback telling them that they
had been hurt.
Although I didn’t have much data from inexperienced players,
I was coming up with an idea of how threat worked in the players head, and how
it could be exploited.
My thinking was that threats were divided into passive
threats and active threats. Passive threats were parts of the environment that
looks threatening in some way, such as the jagged rock formations in the mine,
or the dark alleys in the Light and Dark town. An active threat is something that
the player believes will negatively affect them in terms of the games mechanics
for example, an object that affords physical harm is threatening in a game because
it looks like it could reduce health, as oppose to an environmental feature that
looks a bit spooky.
What I thought I was seeing were inexperienced players
attempting to avoid passive threats as well as active threats, and experienced players only
avoiding active threats, and either ignoring or sometimes even being attracted to
passive threats, due to them promising something exciting.
It felt like a new idea, because a lot of indirect control
techniques rely on drawing the player towards something, whereas this involved
pushing players away AND drawing them towards certain areas.
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