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Friday, May 19, 2006![]() Assignment 3: Research Findings Analysis Findings analysis From the research, a number of critical problems have been highlighted and these issues are listed as followed:
The respondents mentioned that they liked the overall look of the game. But they knew that they were testing a low-fi prototype and mentioned that they would expect more if it was a hi-fi prototype. Numerous suggestions ranged from changes in colour, giving texture or accents to the background, and various themes or metaphors to replace the simple "guide ball through maze" idea. An experience could be thought of as requiring an attraction (the beginning), an engagement (the middle) and a conclusion (the ending) (Shedroff, 2001, p.1; Laurel, p. xi). The look of the game is "the attraction" part of the experience and it is necessary to initiate the experience. But "the attraction can be intentional on the part of the experience, not just the experience creator" (Shedroff, 2001, p.1). But as mentioned by Koster (2004) and Laurel (1991), metaphors are fun to play with but players can basically ignore them. Games are about teaching underlying patterns; training their players to ignore the fiction that wraps the patterns and that is why gamers are very good at seeing past fiction (Koster, 2004). Changing the ball to a goat would not change the underlying idea of the game which is to guide the cursor through the maze. If computers can be seen as theatre (Laurel, 1991), Labyrinth is the play and the look of the game could be seen as the props or costumes used in the play. Laurel (1991) argues that props and costumes are part of the play but it does not make the play. She (1991) goes on further by saying that the focus should be placed on designing the action while design of objects, environments and characters is all subsidiary to this central goal. But nice packaging and "playing dress up" could also be a good thing. Although it is largely irrelevant to what the game is about at its core, how the game looks does have an impact on the player's overall experience. In his book, Shedroff talked about seduction in design. "Seduction is not an adjective most people would associate with a computer interface or media... but most people have been either seduced or the target of seduction by almost all forms of media" (Shedroff, 2001, p.8). Seduction has always been a part of design so the role of the aesthetics of Labyrinth should not be ignored. The "sexual aspect is the essence of its meaning as much as enticement and appeal" (Shedroff, 2001, p. 8). That means a boring looking game would not be as appealing as compared to a nicely designed game and the aesthetics help to hold the player's interest for longer. The engagement The engagement or "the middle" is the experience itself. Shedroff (2001, p.1) explained that the engagement needs to be "sufficiently different than the surrounding environment of the experience to hold the attention of the experience, as well as cognitively important enough for someone to continue the experience". Respondents commented that the game was too difficult because the maze used was too complicated and the space between the walls of the maze was too narrow. But they also said that this same maze could still be used if the game is to be a multi level game and it would be suitable for the higher and more difficult stages in the game. Even though the game was too difficult, majority of the testers still enjoyed playing it as it was a great challenge and the sense of achievement was so much greater for those who managed to complete the game. However, it did take a toll on the testers. 3 minutes in the game, they were close to giving up as their motivation had diminished; having failed so many times in a row. This could be solved by the addition of numerous stages or levels where the level of difficulty increases with each stage. The first few stages should be easy; with the use of less complex mazes with wider spaces. This helps to build the player's confidence, which would affect their drive to attempt the more difficult stages. It makes the game far more interesting and engaging; enhancing the player's overall experience. The conclusion The conclusion can be seen as the ending of the whole experience and it come in many ways, "but it must provide some sort of resolution whether through meaning" which in this case of Labyrinth, "an activity to make an otherwise enjoyable experience satisfactory" (Shedroff, 2001, p.4). The absence of a resolution would "leave users feeling dissatisfied or even confused about the experience, the ideas or the emotions they just felt" (Shedroff, 2001, p.4). Labyrinth lacked an ending and failed to provide proper closure to the game, which left players feeling disappointed or unsatisfied. Developers of Labyrinth must always bear in mind that "an experience creator who does not spend enough attention on the conclusion has just wasted his or her effort and the audience's time" (Shedroff, 2001, p. 4). To solve this, points should be awarded to players for completing the stage. And when the game is over, there should be a tally board that shows how much points the player has earned. A simple scene that displays the score tally and the words "Game Over" is enough to give the game a proper closure. The final score would give them a higher sense of achievement and satisfaction.
The following list contains the various nonverbal gestures that were displayed and how they were interpreted.
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