Critical Play project Pt.6: Voice-over, Final Level and Playtesting

This week the voice-over, worldbuilding and the final level were implemented, as well as adding other touches like post-processing and new materials for objects. These were then playtested.

Voice-over narration

Some dialogue had been written earlier in development before case studying voice narration in other games. I knew what direction the voice-over narration would take, that being the narrator asks the player to help them build the game. There are two aims the voice-over must achieve, it must instruct the player on what to do during each puzzle and it must also reinforce the theme of the game to immerse the player. This was then re-written after the case study, adjusting language and content of the dialogue.

The current implementation of the voice over is linear and play in sequence depending on what level the player is on. The voice-over reacts to the player successes as feedback. There is room for responding to when the player does something wrong too. Like reprimanding the player for placing the boxes wrong. The narration is also accompanied by subtitles, this was in part to maintain clarity and highlight what the player needs to do for that level.

Worldbuilding

The world of this game consists of a virtual space and a computer. The first half places a computer monitor in the player’s view, note the use of smudges and the moving television lines. The intention of these visual elements is that the player is aware they are physically outside the game. So that it’s clear the player is pulled into the virtual space later on.

Text columns move up and down to represent code

At the third phase, the player can move the camera and is given a reticule to interact with objects.

The final phase takes place in the narrator’s apartment, filled with paper notes showing development notes as well as different attempts to the narrator’s voice. There the player can also playtest the game on the computer.

Playtesting

Playtests were conducted and the following issues and statements were received:

Player confusion:

  • It is not clear what the player can interact with.
  • Player is not sure when the mouse is able to pick up objects.
  • Player is not sure when they are incorrect in solving a puzzle.
  • Player expressed confusion on what to do for puzzles, requested a reminder.
  • Player commented on wanting clear objectives to remind the player what to do.

Voice-over/Sound:

  • Sound effects could be added to the first levels where the monitor is visible.
  • Playtester commented on implementing responsive dialogue that makes comments on player actions i.e throwing content boxes off the screen.
  • Playtester expressed joy with the voice-over but still wanted more permanent information.

Gameplay/Quality of life:

  • Transitions are found to be quick between sets in the first puzzle.
  • Issues with collision detection with the box stacking puzzle result in inconsistent successes.
  • The mouse cursor disappears in some levels.
  • Tap for the third puzzle is not clear what it does or that the player must interacy with it.
  • Camera movement is too sensitive.
  • Quit button should in the playtest game should exit the player out of the playtest game but not the whole game.
  • The wiggling in the first puzzle does not help make it clear when that object is over the correct spot.
  • Playtester expressed frustration with the dragging objects wiggle.

These results consisted of two observed playtests and other comments made by testers who were not observed. All of these playtesters had tested the mechanics test from the last playtest found here: https://collaborative.myblog.arts.ac.uk/2021/03/05/critical-play-project-pt-3-first-prototype-and-playtest/

As such I believe the next playtest should involve playtesters who have not tested the game before. This is to get fresh perspectives and to avoid comparisons made to earlier versions of the game.

Solutions for playtest issues

Addresing player confusion may require re-writing or adding dialogue, this is specifically concerning the clarity in what the player must do for each puzzle. These solutions would suffice:

  • Use voice-over dialogue to remind the player what to do at regular intervals.
  • Use voice-over dialogue to notify the player their puzzle solution isn’t working.
  • Place permanent text on-screen, stating what the player must do.

Changes for voice-over could address other issues like the above. There doesn’t seem to be any issue with the dialogue other than making it clear what the player needs to do during puzzles. The main change that could be made is implementing voice-over that responds to player actions.

Gameplay changes:

  • Implement a transition for the first puzzle that is gradual, either a wipe-away effect or a fade away.
  • Collision detection for boxes need to be reworked, change the bounciness and collision behaviour.
  • Create a set of pipes that infer visual link between the pouring mechanism in the third puzzle.
  • Rework the camera movement to be confined to a certain angle and reduce sensitivity.
  • Reticle change when over objects that are interactable.
  • Change the object wiggle possibly to a colour change.

The next stage is to implement these changes and possibly improve the visual elements of the game, this could be adding textures to certain objects or more visual effects for feedback.

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