After chatting with one of my lecturers, she gave me some
suggestions. She thought that the engine and the controls I was using for these
tests weren’t accessible enough for the newer players. I agreed, as I wasn’t
finding many trends in the behaviour of newer players, apart from how many of
them seemed to be rushing through the tests, not taking their time to make
decisions and just going with the first thing that came into their heads.
I ended up using Unreal’s mobile phone default controls. The
controls were mouse only. Players clicked on a spot on the ground to move and
held down the mouse and dragged it around to look. By having the ability to
freely look around, and needing at lot less skill to control the camera
movement, I hoped that this would cause players to slow down and analyse their
environment before making a decision, thus give a more accurate result. Because
of the way Unreal handles this, by emulating the functions of a mobile phone
inside of the engine, it meant that I had to reconfigure the levels. This took
some time to do, so I choose a limited number of levels to test. I choose one
of the Mine level, in order to test the idea of threat. I choose the lighthouse
level due to how much the results were skewed to one of the choices, and I
wanted to see if the results were replicated. And finally the Light and Dark
town, as it was one of the first maps I used which gave and interesting and
unexpected result, so I really needed to see if newer players acted in the same
way as the experienced players did.
First to be tested was the mine level. When the experienced
players played it, there wasn’t much of a trend as to where they decided to go,
and this unfortunately continued on with the newer players. even though they
were now rushing less. I ended them asking them why they choose the directions
they choose, and players who went down the safer path said it looked more
interesting in the sense that there were objects there, and because they were
there, there must be a reason for them to be there, that ended up sparking
their imagination and interest.
Secondly was the dark and light town with the addition of
the statue. This time the new players behaviour was more predictable. All of
the players went down the lit paths more often, and continued to go down them
until they got to about halfway through the level, when they started going the
dark paths. Asking why, they said it was because if their goal was the find the
statue, it must be hidden in some way. The players were assuming that there
must be some sort of challenge present.
Lastly was the lighthouse level. I had to make a few changes
to the level, as the mobile emulation in Unreal was having compatibility issues
with previous version. This new version was smaller and I ended up replacing
the lighthouse with a hut to make it less noticeable. The actual motivation for
choosing one side or the other ended up changing in the process as well, from
the semantics of the coast vs the semantics of earthliness, to a more general
lively area vs bleak area.
Of 8 newer players, only 1 of them went to the bleak area
first. All of them said that the path leading to the hut was more interesting,
and the player who didn’t go to the hut first did so because they didn’t notice
the path leading to it.
After getting the inexperienced player data from these two
maps, I had changed my thinking about threat - It’s only guaranteed to affect
behaviour if it’s an active threat which can put the player at a disadvantage.
Essentially, what I had defined as ‘passive threats’ weren’t having much of an
effect on player behaviour.
This made me consider something about player immersion. The
only stimuli that was having a consistent effect on player behaviour has been
colour and light (to an extent). None of the players were connected or immersed
enough in the game world to be affected by stimuli that would affect their
behaviour in reality. When people were playing the games, their interaction
with the environment and conversely the environment interaction with them, was
handled on a much more logical rather than emotional level. Interacting with a
game seems much more akin to working a machine than it does to being in another
environment.
It’s not the strength
of the connection with the game world that draws people in. It’s the mechanics.
Intuition is aided by affordance rather than realism.
At this point in the research, I also felt I had just enough
evidence to arrive at another theory. I behaviour that I noticed was that most
players, regardless of experience, considered the same areas of levels to be important,
such as large gates (as seen in various semester 1 experiments), brightly lit areas (as seen in the Sands level and the dark to light town) and marks of civilisation (as seen in the Sands level, and the Mine level).
However, how players
approached this seemed to differentiate with experience. As players explored
individual spaces, more experienced players were choosing to go to the
important areas last, after going through other optional paths and areas to
check if there was anything there which would give them an advantage. Novice
players would go straight to what they would find interesting first.
What I thought I had found was a way to split a levels
critical path up between the experienced players and the inexperienced players,
which meant that levels could be created that would have experienced players
lead in one direction and inexperienced players lead in another.
This could be used to lead each player to challenge or
experience that was catered to them, without having to select it in a menu,
sort of like dynamic difficulty, except knowing what difficulty level is needed
before that player has started any challenge.
However, looking back on it , it seems that I was ignoring
or at least forgetting about some of the previous tests, where experienced
players were attracted to important areas first and optional areas second.
The idea fell apart when I had experienced players play the
new version of the Lighthouse map. All of them also went to the hut first,
following the same behaviour as the newer players. I would like to blame this
on the fact that the ‘optional’ path of the new mobile version of the map was a
lot bleaker than it was the in the previous version.
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