Cloudwalker: Playtest I




Serious Goal
To teach players to question what games are asking them to do and why on a critical level. This challenges some of the general design patterns we see in game design and how goals and objectives encourage participation through reward systems.

Target Audience
Game Art/Software Development Students
Ages 18-22

Context
Classroom/Game Studio Setting
Small Groups with Facilitator
Itch.io Download Portal
Google Form Survey

Facilitation involved directing players to the download page, instructions for completing the Google Form, and a brief group-wide discussion about the experience. The conversation began with tester feedback and perspectives before any intent was described by the Facilitator.

Questions
Are you familiar with Journey to the West, or the character "Sun Wukong" or the "Monkey King"?
How would you describe Sun Wukong's personality and abilities?
In the first moments of the game, what was your objective? (As both a player and the character)
In the final moments of the game, what was your objective? (As both a player and the character)
In what ways did Wukong grow throughout the experience?
Describe your impression of the Shopkeeper, Qing, and her purpose in the experience.
What compelled you to earn the game's upgrades?
In what ways could the lesson of the game be reinforced? How else could it be symbolized?
Did you find yourself reflecting on your previous experiences after finishing this prototype? Please discuss.
Based on your own experience, what was your preferred method for getting from level to level? Jumping, pole vaulting?
Describe your experience with the game's platforming.
Did you find yourself collecting all of the favor orbs in each level, or did you pass them by?
Please provide any other suggestions or bug reports here.

Documentation of Testing





Playtesters
15 Students
Half Female, Half Male
Ages 18-22

Results
- Considering the prototype's emphasis on mechanic implementation over visual feedback devices or narrative, much of the "point" was lost or unclear
- As players reach a certain height, a fade transition loads them into a new level, but this was misunderstood as "resetting" and felt like a reduction in player progress
- Floors, walls and ceilings that had any curvature to them whatsoever created bugs and animation misbehavior, throwing players outside of the world or not playing certain animations properly
- Players took much longer platforming through each level than I originally anticipated
- For half the testers it was unclear how to purchase or upgrade items
- The upgrades testers earned, shown by their name always displaying on the HUD when purchased, made it clear they bought something
- The purpose of each upgrade was not clear for everyone
- Using A to Attack or S to Pole Vault (third jump) took quite some time for people to discover
- Losing your upgrades before the boss fight was unclear and trumped by the sudden change in Qing's demeanor
- The boss fight mechanics were unclear, considering the boss' lack of art or animation to appropriately reflect even a first art pass level of visual feedback
- Considering the game ends by resetting everything back to square one testers were confused and were not given an "ending"



Moving Forward

With any testing, there is often time for reflection as you build the testing materials. I have created a short list of things I would like to do that was developed before the testing session took place. As if it anticipatory, these changes address some of the concerns, suggestions or observations that were raised during the testing session.

Namely, the platforming mechanic as-is has proven to be quite boring. The simple jump, hop and skip activity will be replaced with a more engaging and pole-focused mobility mechanic. You will still be able to get around by jumping, but double jumping will be removed along with the recharge meter of your pole. Launching yourself in each cardinal direction will empower players and fine-tune a feeling of growth as you increase your launching capabilities through upgrades. Also, this mechanic will prove more symbolic as you use it offensively to eliminate simple enemies and the revamped boss encounter.

The session also emphasized just how important the visual component is to some of the goals and objectives I strive to achieve within my projects. I rarely work in this fashion, emphasizing mechanics over visuals, so it was an interesting experiment regarding my own methodologies. The important of establishing mechanics that are small in scope early on, and defining effective game mechanic loops, is important on an absolute level. In regards to the plot and narrative devices used to convey the point of the project, just as much time being spent on the design of characters, environments and their living, breathing animations are important in earning some form of emotional or empathetic resonance.

With the new platforming mechanic, the strength of the character as you pole vault in each direction will be modified on a simpler level. The amount of upgrades will be reduced and the general rate of progression will be funneled to you automatically on a staggered fashion. Removing "favor" from the game will reinforce that Wukong is not earning these upgrades (that I'm saying he doesn't even need in the end sequence) but instead being given them just because he is who he is. It feeds that desire, his ego, and represents the key character flaw within the character's personality.

On this note, more attention will be given to showcase Wukong's feelings on the current situation. This should resolve narrative issues on a couple of fronts. First, it will help clarify exactly who he is and really throw it in the face of the player that this character is not perfect. At all, despite his immense strength. Second, it will help provide the context for what the player has to do, as well as the context for the current state of the game world. By reflecting on these things as you begin each level, exposition and discovery will play a role in world building for the game.

The new mechanic will also resolve certain wayfinding problems with the environment and the bugs that were creeping up as well. Each area will be more plainly represented as a cloudy chamber of heaven, leading closer and closer to a higher chamber as you go, and will be predetermined versus randomized. Predetermined level progression is easier to use to ramp up difficulty, hold the hand of the player to teach/require an understanding of core mechanics, and so on. Visual representation of increasing challenge will be done through color and asset changes as the levels get tougher to navigate, as well as through simple enemy designs. 3 in total will be created that reflect the 3 mechanics used to defeat the revised final boss, but more on this will come as I test and iterate on this original prototype.

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