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Masters ThesisResults and AnalysisThe results of the research reveal some
interesting trends about player behavior as well as
information regarding the construction and layout of the map
itself. Additionally the data suggests that certain methods
for leading players to dead-ends work better than others. ...
One surprising result of these values is that combat, which
was not the focus of this map, was the second highest rated
design element. In order to ensure that playtesters would be
able to complete the level and hit all of the dead-ends,
combat was repeatedly reduced in successive iterations of
the level. Additionally all playtesters played the game on
the easiest difficulty setting, which increases the damage
that weapons deal to enemies and includes auto-aiming for
players. ...
On average players hit 8.391 dead-end areas and missed 1.609 out of 10. “Hits” and “Misses” are evaluated by
the examiner on a per-tester basis, if the tester enters any
dead-end more than halfway or triggers special sounds or
events in certain dead-ends then he is considered to have
“Hit” the dead end. If a tester looks into a dead-end but
does not attempt to enter it (or if he does not notice it to
begin with), it is a “Miss”. Of the 10 different dead-ends
in the level no dead-end was hit on every playtest although
dead-end 3 and dead-end 8 only had one miss each. The
dead-end with the lowest visitation rate was dead-end 10. Further analysis: (scroll through gallery by clicking on the left or right of each image, or use the arrow keys)
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