Artefact #6 – Evaluation
- April 21st, 2010
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Artefact 6 consisted of a user survey and user testing. The maps created over the course of artefacts 4 and 5 were tested by a total of 60 males, aged 14-16. The 60 people were split in to 3 groups of 20, and each group tested 1 of the maps I had created. The aim was to discover which devices were most effective for the manipulation of player movement.
The results are encouraging, in that they support my claims that lighting can be used to affect the player’s decision making. My test group showed a tendency (65%) to follow the route I intended them to follow, simply by the way I had set up the lighting. When signage was included as well, this tendency grew to 70%. In the map containing considered weapon placement, this quickly increased to 90%. This indicates that these devices all have the ability to guide the player, especially when they’re combined. The user survey was even more interesting in that it revealed that players are unaware that these factors are at influencing them. This means that not only do they hold importance for level functionality, but also immersion. Using these subconscious techniques as opposed to quest arrows or heads up displays means the player has less on screen indicators which tell them they are playing a game.
Some players did get lost in the map however, which suggests that some people do need on screen indicators. From this it can be deemed that player skill and experience is an important consideration when designing levels. Some players need an option in place which can help to guide them more clearly through an environment. These are observations, rather than hard and fast rules. They are observations with proof and evidence however.

































