Experimental Development Pt.6: Haunting sounds, playtesting and a new direction

Since the last blog there were a lot of things done, a playtest was conducted, discussions on the current state of the game had been made resulting in a new direction for the project and a short study in sound design was done to better achieve one of my aims. There was also a playtest that was conducted to assess the game.

Updates

  • Sprite animation added to replace shotgun model, this addition is part of the effort to back-up the chosen theme. Composed of three barrels, it should add some immersion. The previous solution to this was a 3D model, David pointed out that the gun would poke through walls so. Instead a spirte was used.
  • Exploding redbarrels were implemented as a consequence of the above.

Other additions

As part of the new additions, the PSX shader was being experimented with. The above shows the different colour palettes used to affect the shader. Upon showing Tom and discussing we decided this should be used less frequently.

Playtest

These updates and the the ones before (See previous log: https://collaborative.myblog.arts.ac.uk/2021/05/26/experimental-development-pt-5-other-methods-to-effect-the-weird-and-eerie/). Then a playtest had been conducted to test these new additions.

Luke Head was given a link to download the game, he then reported on his reflections:

David king also commented the following:

Issues found

  • Shooting redbarrels is inconsistent, issue either with the raycasting or the red barrel.
  • Player still not sure what their objective is.
  • Issue with textures with the teleporter. This may tie in with the above issue. The teleporter is not easy to find.
  • Texture issue with stairs and upon internal testing, planes for walls do not line up resulting in gaps between planes.

Possible solutions for the above

  • Redbarrel collider could be enlarged or the number of raycasts done could be increased.
  • The clarity of the objective needs to be considered further. Signposting could be used as stated before, however the placement of signposts requires the PCG to be redone as the end room will change positions. A simple but unimmersive solution would be to list it as an objective that the player must continually achieve.
  • The teleporter texture issue can be resolved by only using it’s own texture. Doing so keeps it consistent so the player knows what to look for, there are many (visual) changes to the game so having the end and beginning to each maze be consistent would help keep the player on track.
  • Due to the nature of the PSX shader, a large amount of the assets are constructed with planes. As such items like the stairs and platforms and walls have gaps in between. One solution is to adjust these planes, another is to replace them entirely with a different model. However, this would be low priority as we are approaching the deadline.

Discussion and reflections with Tom

The current build of the game now includes the text generation system as well. Because of this there were discussion with Tom Martin and reflecting on how the two PCG systems interact. The initial approach was that the level generator would be able to communicate with the text generator and supply it with information to affect their generation of content. For example, if the text mentioned the use of ladders then the level generator would add multiple ladders to that level or if the level had many corners, the text generator would make a comment about corners. Instead I had brought up the idea that the two systems should be in conflict with each other.

This direction would imply different things for the narrative, instead of adopting epistolary horror as Tom had originally intended, it would be more about the degradation of a game. With this new direction the following changes were made as well as others to address bugs and issues found in playtests.

Team discussion points

  • Stairs outside Killbox room
  • Add more visual changes between play throughs.
  • System to drop in a high amount of objects like stairs, redbarrels or lights.
  • Commentary Collectible pick ups, this could be used to encourage the player to explore more of the level.
  • Lower the resolution of images textures as they further advance in playthroughs.
  • Implement other sounds to effect tension and unease.

As part of my second aim the use of sounds need to be considered.

The Haunting Sounds of Silent Hill 2

I have explored methods in manipulating space and visual elements, as part of the my second aim I wanted to explore the use of sounds too. I want to be focusing on how Silent Hill 2 uses sound to great effect. Specifically in how it is composed and how it is used to infer danger and mystery. More importantly, the current implementation of sound is quite similar in nature to the sound in Silent Hill 2, the main similarity is that the sounds used are droning sounds that sustain deep humming.

I will identify the different ways sound is used in the following video and consider what can be learnt.

Here the sound track starts with a non-diegetic looping hum here: [https://youtu.be/6UDLkMD40pA?t=443]. Three additional diegetic sounds are used in this section, these being the player’s footsteps, the wind and a creature’s growl: [https://youtu.be/6UDLkMD40pA?t=550]. This sound implies the presence of a wild animal, however it is not seen. In fact there is no visual cue that suggests there is anything there. At this point the player character is walking down a path, where their immediate surroundings are covered with a thick fog. As such the player cannot see anything beyond a few metres from the character.

The player progresses a little further and sound track changes: [https://youtu.be/6UDLkMD40pA?t=623]. The player then enters a new area where the sound track dies down: [https://youtu.be/6UDLkMD40pA?t=655]. This fade out is not immediate however, but it highlights the diegetic sound of the player character’s footsteps.

What can be used

  • Off-screen sound sources – In the above example a soundtrack is established first as well as two additional diegetic sound effects (wind and footsteps). The soundtrack establishes a mood, the diegetic sounds highlight the player character and the environment. Note the crunch of the footsteps, it indicates the floor is covered in leaves and dirt, the wind tells the player the weather is windy. This is then disrupted by the creatures growl. Making the player aware there is a threat somewhere. In conjunction with the thick fog that obscures the player’s vision, the player cannot feel safe. Instead they are made aware of another presence and do not feel safe anymore. This can be used to indicate the entity as discussed in the last log, keeping the player constantly tense.
  • Intensifying soundtrack – The change here: [https://youtu.be/6UDLkMD40pA?t=623], highlights the end of the area, the player’s anticipation is heightened. It is a method in defining a start and ending an area, resulting in ending an established mood and preparing the player for a change. For the project this could be expressed with the droning sound developing as the player either gets closer to the end of the level or the further the player proceeds through every level the more erratic the sounds get.

Below I have implemented the following sounds.

Lower your volume settings!

The next step is to playtest these new changes and connect the main menu, there maybe other additional changes. However the deadline is approaching, no major changes should be made after this point.

References

  • Konami, Creature Labs, Team Silent, Konami Computer Entertainment Japan, (2001). Silent Hill 2. [Video game]. Playstation 2, Xbox, Microsoft Windows. Konami.
  • SHN Survivor Horror Network, (2019). Silent Hill 2 Enhanced Edition | 4K 60fps | Longplay Walkthrough Gameplay No Commentary. [Online video]. Avaialble at: https://www.youtube.com/watch?v=6UDLkMD40pA. Accessed: [03/06/2021].

Experimental Development Pt.5: Other methods to effect the weird and eerie

Fixes and updates

During development, i have found that one of my aims is not as sufficient. As such I have rewritten my second aim: Learn how to evoke feelings of unease and tension through the use of spaces and sound to Learn how to evoke feelings of Weirdness and Eerieness through the use of spaces, sound and visual elements.

This aim includes visual elements which I have already been working with. Instead of Unease and Tension, the Weird and the Eerie are the focus here. This is because research with other pieces of media have highlighted these terms that are more appropriate for this project. Tom’s dev log expressed that he wanted to develop a narrative that is grounded in Epistolary horror, as such I found that the Weird and the Eerie are more useful descriptors for this project.

  • Sensitivty – Currently a menu is being built that allows player custom settings, however a temporary fix is adjusting the mouse look speed to a higher value. The menu is another area to explore upon, currently images and text has been used but hte visual theme has not been heavily consdiered as that would be a smaller priority.
The visual themes used here may be changed
  • Playthrough tracker – System for tracking playthroughs has been implemented. Playthrough being that the player has reached and completed the final level. This system counts the number of levels (different mazes) that player fininshes. Upon doing so the player reaching the maximum number of levels (three, instead of five as we found that was too much), all three levels are deleted and then the player is placed at the first level with a new generated maze. Doing so allows us to create additional changes with this tracking system. What these changes may be will be researched from case studies.
  • Triggers for PCG text – Tom has integrated the PCG text system, as such triggers were implemented to activate the text system. The triggers are placed in the three main room types, these being entrance, exit and Killbox. This was done since each main rooms will always be in every level generation. However this may warrant expansion in the future.
  • Slipgate model-A simple model for the teleportation gates had been designed, this design was inspired by the Quake Slipgate. It uses a simple low-res textures keeping with the theme and distinct enough from the rest of the environment, that the player should be able to identify it as the exit.
  • Texture change-Another system has been produced that tracks the player’s progression on each level, each level changes the textures used for the walls and floors. Tom discussed this as a possible idea to show progression through each level. This makes sense as the story that is presented through the text generator describes a fictional developer’s commentary.

Methods to effect the Weird and the Eerie

While playtesting our game there was still a lack of atmosphere, especially the unease and tension I wished to impart. As such I believe this could be expanded upon with the implementation of the Weird and the Eerie.

Definition

In The Weird and the Eerie (2016), Mark Fisher writes of the Weird as represented by Lovecraft.

“The encounter with the outside often ends in breakdown and psychosis. Lovecraft’s stories
frequently involve a catastrophic integration of the outside into an interior that is retrospectively revealed to be a
delusive envelope, a sham.” (Fisher, 2016, p.9)

Fisher argues that the weird can express itself as an object/entity so strange that it should not exist, but because it exists it challenges our understanding and our schema to engage with everything else. Then concluding that it is our understanding that is inadequate.

Mark also describes the Eerie as “…constituted by a failure of absence or by a failure of presence. The sensation of the eerie occurs either when there is something present where there should be nothing, or there is nothing present when there should be something.” (Fisher, 2016, p.27). Not only must there be a failure of absence but there must be a mystery that is uncommon. This is similar to the liminal spaces that I previously touched upon in a previous log: [https://collaborative.myblog.arts.ac.uk/2021/05/03/experimental-development-pt-1/].

The eerie is already in the narrative and design of the game, this being expressed as the only two sound sources (The footsteps and Droning) within the game. In narrative terms it is the fact that the player has entered an empty multiplayer lobby, a virtual space that is usually populated with players engaging in tense battle. However, in the current build of the game this does not come across clearly. While the project features the absence of something, it should be considered that the presence of something could be implemented to further effect the Eerie. As of right now, implementing any form of A.I may be out of scope for the project, instead a simple presence could be implemented as a sprite or model that the player can only momentarily see in certain situations.

The Weird has not been so well implemented in the game, however from Fisher’s explanation it could be suitable for this game. He highlights the Weird being expressed as a clash with exterior and interior elements, resulting in the knowledge that the interior is obsolete. For the project, the interior could be seen as the set of levels that the player progresses through, upon achieveing a playthrough (the completion of three levels) exterior elements could be revealed to the player. This exterior element could also be expressed as the Eerie presence too, or it could also possibly be explored with visual or audio elements.

I’m not so sure what these elements could be or what form they could take, as such I will conduct a case study where the Weird and the Eerie are prominent elements.

Inspirations for the Weird and the Eerie

Content Warning: Discussion of suicide is featured below. Spoilers for the following are discussed: The Haunting of Hill House, Vivarium.

Haunting of Hill House (2018)-Throughout this series, Eleanor Crain is haunted by a ghost described as the “Bent-neck lady”. These hauntings occur multiple times throughout her life and can be seen as an external force intruding on her life. In episode five, Eleanor Crain is manipulated to commit suicide by hanging. At the moment of her death, the camera focuses on her neck and head and emphasises her Bent-neck. Following this is a sequence of shots that reveal that she was the Bent-neck lady, the hauntings are then shown in reverse order from the perspective of the Bent-neck lady capturing her realisation of her fate. [The scene as desribed: https://www.youtube.com/watch?v=vHkX4gNuSOI]

Dark shadows are used to obscure her identity and to intensify the fear. Source: https://www.strangeharbors.com/blog/2018/10/14/the-bent-neck-lady-the-haunting-of-hill-house

It can be seen that this is a transference from the Weird to the Eerie, it is Weird because the Bent-neck lady is an inexplicable entity that Eleanor Crain has no connection to. It becomes Eerie as it is revealed to be an extremely personal event that generates these hauntings where there was an absence of connection. This use of a re-occuring motif throughout the series is concluded by contextualizing it, the change of understanding accentuates the horror of the hauntings. Then for the project I should look for a re-occuring motif to then be recontextualized, this change could take an established element of the game. Possibly a gameplay element or the narrative text that is generated, then closer to the ending of the game this element is used in a different way to change the player’s understanding of that particular system.

Control (2019)-One way the Weird and the Eerie is expressed in Control is through the environment. The game takes place in a building known as the Oldest House, this is first established as a mundane office space featuring conventional spaces such as hallways and offices. As the player progresses this environment is distorted, mutliple shapes of intrusive concrete are grown out from different parts of the building. Part of the story implies that the Oldest House is an entity being infected by the Hiss, the Hiss is represented by the intrusive concrete as well as other elements such as colour and lighting. Colour is at first a cool blue temperature, lighting is conventional that lights the environment clearly and evenly. However as the Hiss presents itself, the colours used are an intense red and the environment is sparingly lighted and shadows more prevalent. This causes a feeling of trepidation upon entering an area that is infected with the Hiss and therefore signified as dangerous.

The Weird and the Eerie is presented as the Hiss in Control, the Oldest House being the established environment that the player accepts as the mundane. As such it can be seen that Controls manipulation of the environment, colour and lighting are used to effect the Weird and the Eerie, in this case it is the Hiss.

Vivarium (2019)-Gemma and Tom, the two main chacracters of the film find themselves trapped in an artificial neighbourhood with no means of escape and resort to living in a house identical to every other house. The climax takes place after Tom dies and Gemma attempts to escape the neighbourhood, in doing so she finds herself in a warped version of the house. Being pulled into different houses with each house using a different colour filter, each house depicting Eerie images.

Here the Eerie is already manifested as the neighbourhood, in this case the neighbourhood is devoid of other people. The pinnacle of this eerieness is the house they live in, upon her attempted escape she breaks through other versions of this space. At first the physical dimensions of the house is shown to be heavily warped, this is a mutation of what is familiar to Gemma. Then the colour filters are applied to show a drastic change of environment, this happens again and again until she finds herself back in the house.

Vivarium uses as a way to show an eerieness, however this still takes place in a house identical to the one she has been living in.

What can be used

  • Intense colour-Both Vivarium and Control use colour to highlight the Eerie, drawing attention to the abnormality of the situation. For the game this can be expressed in a number of ways, the PSX shader comes with a colour palette effect that changes the camera view, filtering the camera view with specific colours as shown on the palette. This change could be applied whenever the player advances through a level.
  • Entity-An entity is used to facilitate the feelings of the Weird and Eerie. Like the Oldest House or the Bent-necked Lady, it can be used to re-contextualize the player’s understanding of the game or narrative. For the game this could be implemented as a threatening character to the player. For the game it should fit in with the narrative. There is a meta element as the player experiences a fictional developer’s reflections of this game, as such this entity could be related to this narrative point in some way.
  • Manipulating established elements-Elements like the environment are changed in someway to highlight the Weird and the Eerie. For the game the environment can be manipulated to show this change, this can be expressed in changing the assets used, as well as changing the shape and dimensions of the each room. Other elements can be changed too, including the audio effects like the footsteps or the droning sounds.

Next steps

  • Develop and implement an entity into the game.
  • Make use of an evolving colour palette that changes on each playthrough.
  • Change the physical space on each playthrough.

References

  • Fisher, M. (2016). The Weird and the Eerie. 3rd edition. Repeater. [Accessed: 31/05/2021]
  • The Haunting of Hill House. (2018). Netflix, 12 October. [Accessed: 31/05/2021]
  • Vivarium. (2019). [Online]. Directed by Lorcan Finnegan. Belgium, Denmark and Ireland. XYZ Films, Fantastic Films, Frakas Productions, PingPong Film, VOO, BeTV. [Accessed: 31/05/2021]. Available from Amazon Prime.
  • Remedy Entertainment (2019). Control. [Video Game]. Microsoft Windows, PlayStation 4, XBOX one, Luna, Nintendo Switch, PlayStation 5, Xbox Series X/S, Stadia. 505 Games.

Experimental Development Pt.4: Room rework, Visual/Audio elements, Game loop and playtest

A large number of changes have been made to the game, these changes were done to better integrate our chosen theme for the game. This being a traditional FPS game like Quake and Doom. Part of these changes were also done to integrate with Tom’s procedurally generated text.

Changes made

Variables

Figure 1: Public string values to be used for PCG for text

Here the string variables and others were made available as discussed with Tom. The idea behind this was to help generate the text and giving more context. Because I had produced the level PCG first, the text PCG system needed to be adapted to it. This would be an interesting workflow to further investigate as we are making two similar functioning systems (Procedural Generation) that need to interact in a meaningful way. This also affected how the rooms were designed as they needed descriptors too.

Rooms

The changes for rooms are that the walls also have low-resolution textures built in. Walls were also elevated to a taller height. This was a consequence of implementing FPS movement for the player (more on that later). There are also some new variations on rooms, so if the PCG needs a room going from right to left it will have two or more rooms to choose from. The goal of this change is to add more visual variety to the structure of a level.

Another change was that the rooms were made larger, the exits and entrances have a larger width too. This another effort to adapt towards our chosen theme.

Empty room instantiation

The empty rooms before as shown in Figure 4, allowed the player to access large empty spaces that were antithetical to the level design conventions found in the case study,as such the PCG was adapted to detect such empty rooms and fill them with a room.

However upon reflection and discussion we found that this felt unnatural and disruptive towards our target theme because the there were too many instances of the same type. In Procedural Generation for Everyone, Compton (2017) explains the 10,000 bowls of oatmeal problem where mathematically unique generations are not distinguishable from the other. In combination with the rest of the rooms, these empty rooms would make the differences less distinct. Then instead of the empty rooms, I decided to use rooms with walls on every side. This way works well with the larger room designs, the level still feels large enough and yet not too similar.

Killbox and verticality

Here the PCG had to be adapted to create killboxes in the middle of the level. The killbox is composed of several different rooms. The killbox can vary in size between 2-by-2 and 3-by-3 cells.

This larger area allows for some experimentation with verticality as well as level design, currently the killbox rooms have vertical access but not much thought has been put into these designs. In that case this may warrant a revisit to Quake map design, especially concerning killboxes.

Audio and Visual elements

The visual elements implemented are:

  • FPS gun with shooting VFX inc. Muzzleflash and bullet impacts (this has no gameplay impliactions, only an FPS convention).
  • Lighting has been added.
  • Low resolution textures.
  • Playstation shader (dSoft20, 2016) implemented.

Audio elements are:

  • Footstep sound effect for the player character.
  • Droning ambience sound.
  • Teleportation sound.

The sounds are produced with Audacity. The PSX shader, again is part of the theme, the implementation of this shader has affected the manner of textures and how they are used, that is the textures have a warping effect. This undesirable and needs to be remedied. The textures themselves need to be of a smaller resolution to. The gun has been implemented to better reinforce the theme, this gun however has no gameplay implications right now. However this could be revisited in the future so that a gameplay purpose could be added, for example in Quake (aside from shooting enemies), the shootign can press switches that open doors.

Before playtesting there is one additional element that needs to be implemented, this being the gameplay loop.

Gameplay loop

The original gameplay loop in initial concept was as follows:

  • Player starts in starting room, in front of the entrance.
  • Player navigates the level to find a key.
  • Player navigates level to find exit.
  • Upon contacting the exit, a new level is generated.
  • The player is placed in the new level’s starting room.
  • Repeat from top.

However, upon discussion and reflection with Tom, this has changed. The main change is that we decided on removing the key. The reason for this is that the context for the game is that the player has entered an empty multiplayer game. While the key is a staple of FPS games like Doom and Quake, it is not part of their multiplayer equivalent. The multiplayer FPS games feature many different modes (Rhee, H. et al., 2019) that have a competitive element and focus on objectives and confrontation. The project would not have such competitive elements as such multiplayer modes do not usually feature the use of a key to unlock a door.

Now the gameplay loop is simplified:

  • Player starts in starting room, in front of the entrance.
  • Player navigates level to find exit.
  • Upon contacting the exit, a new level is generated.
  • The player is placed in the new level’s starting room.
  • Repeat from top.

The discussion and new gameplay loop resulted in the following:

My approach is to now implement five levels, each level generates itself upon the player reaching the end of each maze. The player is then placed into the next level and repeats until the player reaches the last exit. Upon reaching this exit, the player is placed on top of the stack again and begins the play through again. This time with additional changes, however these changes have not been decided. This was raised with our tutors, to take advantage of the cyclical nature of the game. However there are already a lot of changes made, these changes need to playtested.

Playtesting first prototype

For this playtest we want to test the controls and mechanics, this would be the movement, mouse look any early bugs. The playtest below was conducted with the least amount of disruption, the player was not given any initial instructions apart from expressing any thoughts they had about the game and has not tested any previous build of the game.

The main issues identified were:

  • Textures had a warping bug when the player was too close.
  • Player found the camera sensitivity frustrating, it was too slow.
  • The objective was not clear and player asked what they had to do.

Solutions:

  • The textures warping has been identified as an issue with the PSX shader that was used, the meshes that the textures are on are cubes. In the examples supplied with the shader, all textures need to be on planes that have a high polygon count. Then planes need to replace the walls instead.
  • Sensitivity could be fixed by simply adjusting the sensitivity, however this is most likely an issue with the size of the viewport. That is a smaller screen size will result in a more sensitive camera look and vice versa. As such a possible solution would be to implement a custom sensitivity setting for players.
  • This would be resolved with the text pop-ups that will be implemented in a future build. However, for this game I do not believe it would be beneficial if the player was given an objective. Instead they would be signposted towards the exit, upon regenerating they perhaps understand they could have an effect on the space and wish to keep going.

Unfortunately I could not assess whether the desired effects were achieved with the game, this being my second aim of the project: “Learn how to evoke feelings of unease and tension through the use of spaces and sound”. This was because the player could only express discomfort towards the sensitivity and nausea from the warping textures. Then fixes for these issues take priority.

Next steps

Apart from the playtest issues there is one other element that would need to be implemented, this being the changes on the playthrough of each game. How this may be expressed is something worth investigating or coming up with additional designs. This can certainly be used to explore my two aims, that is because these changes between playthroughs can be expressed by changing the maze or elements dedicated to enforcing a particular mood of atmosphere. This would require furhter study into items of media that would evoke feelings of tension and unease, to be more specific the weird and eerie.

  • Address issues found in playtest.
  • Implement playthrough changes.
  • Study additional methods to evoke feelings of tension and unease for the changes between playthroughs.

Bibliography

Experimental Development Pt.3: How to develop uneasy and tense spaces

The PCG is arguably in a good state, as such I am moving onwards towards developing spaces. This being one of my main aims for the project: Learn how to evoke feelings of unease and tension through the use of spaces and sound

In this log I will conduct a case study to identify the methods employed to evoke feelings of unease. Specifically the manipulation, use and construction of spaces, sounds and visual elements. I want to examine the manner in how spaces are used to impart horror and identify the observable techniques used to construct a room or a hallway. How are these placed in a game so that players feel unsafe.

F.E.A.R

FEAR (Monolith productions, 2005) is an action horror FPS that features moments of gunplay and exploration. Embedded below is a section of the game where the player is exploring part of the level.

Source: [https://www.youtube.com/watch?v=oPlAjLnOfmQ] Timecode: 1:46:33

I would like focus to on the setting of that particular level, this being a mundane office workspace. Throughout this level chairs, coffee tables, cubicles, computers and cabinets can be found placed in every room. These are all separated by stairs and hallways. Some of which are blocked off by debris and security gates. The result of this design is that a seemingly mundane space that can be considered common, becomes maze-like. Ultimately when entering a new room there is usually one exit that leads towards the end of the level, but the debris, security gates and locked doors suggest more pathways and an overall larger level than the player can explore. Each room is almost indistinguishable from other rooms within this level. This not only makes the level more confusing but also difficult to navigate. Lighting is also used to great effect to signpost the intended path that leads towards the next goal.

Beyond the darkness shown is a dead end.

Lighting and shadows have another purpose, the game features standard enemy soldiers that shoot back and ghost-type enemies. The player can encounter any of these enemies at any time, at least that is how it feels. Enemy encounters happen at specific points. In combination with the use of lights and shadows, the player can never be sure if they’re alone or if there are threats around every corner. This creates a constant sense of fear and tension. The player is equipped with a flashlight that has a rechargeable battery, as such this allows players to dispel the shadows momentarily.

In this level, aside from the combat and enemies, the only sounds that the player can hear are the non-diegetic sound track, the footsteps of the player character and ambient sounds of the level. These ambient sounds being electronic hums and sparks. The accompanying sound track for this level is ambient in nature, it’s composed of deep humming sounds that blend into the environment.

Methods used:

  • Visual elements are used to suggest a larger level.
  • Indistinguishable rooms that use the same assets.
  • Shadows and lighting infer enemy presence and contribute to overall tension.
  • Ambeint sounds help establish a sense of dread.

No Players online

This game (Papercookies, 2019) involves a metanarrative, this being the fact that the game identifies itself as an outdated FPS multiplayer arena shooter.

The context of this space is that it is an empty multiplayer arena, traditionally it is meant to be filled with many players engaging in combat. In No Players Online, there is no one to play with. The construction of the level is reminiscent of early 2000’s multiplayer maps like Halo: Combat evolved. The textures used, while different all blend into each other. They make use of the same colour palette and from a distance seem similar. The level is composed of two starting points and two lanes only one connects the starting points, these points contains flags that components of the capture-the-flag game mode. An interesting feature of this level is that it changes, upon collecting a flag trees and stone pillars appear and disappear. The space never changes however.

The flag capturing mechanic is the only way that the game may progress. Upon collecting the first flag, the ambient lighting changes to a darker tone. Along side this is that the non-diegetic soundtrack becomes louder and uses a droning hum sound.

Eventually, there is a hidden pathway that the player can take. The player may drop down through the middle of the map. This exposes the skybox textures and the map as a whole, making the player aware of teh artificiality of teh level. This leads to a secret level, a single room where the walls are covered in messages.

Methods used:

  • Meta elements in service of establishing a myth of a haunted video game.
  • Changing elements as feedback of player progression, including in-game assets, sound and lighting.
  • Use of multiplayer shooter conventions such as game modes, lobbies and maps.

The Backrooms

This game (Pie on a Plate Productions, 2019) places the player in a maze and tasks them with finding the exit.

Every path, room and corner is shown to be nearly indistinguishable from each other. This causes confusion, it becomes very easy to forget which way the player came from. For the player there is no way to tell if they are going the right way, as such the player cannot form a plan or know if they are successful. All textures are the same for the walls, the ceiling and floor. The only varying element are the lights built into the ceiling and some smudges on the walls. There is also a constant hum throughout the level. The lighting varies slightly, but maintains a level of clarity. However the player cannot see an infinite distance, there is a certain distance where it is completely dark until the player gets closer.

Methods used:

  • Randomly generated maze.
  • Highly indistinguishable environment.
  • Even lighting, only darkest at a far distance.
  • Constant humming sound.

In conclusion

In order to impart a sense of tension and terror, some methods seem to be used more than others in these games. In all three games there is an emphasis on repetition that is expressed in different ways, this is most prominently expressed with visual elements this can be the overabundance of textures or a colour palette, for example the concrete textures of the No Players Online level or the yellow wallpaper in Backrooms.

One other method is the use of an ambient sound track that is non-intrusive, it is purposefully monotonous and unchanging.

The use of light and shadows vary between these games. FEARs use of shadows is more dynamic and is used to obscure certain parts of the level, while Backrooms obscures the players vision to mimic a fog of war effect.

For the project

The current state of the PCG is capable of generating a maze-like map, in this case I would use methods similar to Backrooms approach. This being extremely similar textures and appearance. In all games, sound is carefully used to highlight the stillness of the environment and the player’s presence, that is because the player’s footsteps is usually the only other sound source. This too should be implemented into the project. A powerful element that seems to be effective in achieving my aim is to implement shadows and lighting, however considering the nature of the game (it being procedurally generated) shadow and lighting may not be implemented properly, unless the Backrooms approach is used. However the levels generated are not large enough to warrant the same effect. Something to consider in future projects.

Room design approach

In this project the theme we will be using is the FPS arena deathmatch game. Discussions with Tom led to this decision as the PCG can already generate figure of eight type paths. Our early discussion highlighted the fact that some FPS arena maps are built around a central killbox area surrounded by smaller paths. Due to the nature of our game levels being procedurally generated this should be possible to attempt. Tom’s part for this project is to integrate a system for procedurally generating text with the goal of weaving together a narrative that in some way connects with my PCG system. We’ve narrowed this conneciton down to the unique rooms that are to be constructed to replicate FPS arena conventions, that is identifying string descriptors can be used as a seed of some sort to inform the narrative PCG system. This is not final but offers a direction for the design of the rooms, I will be looking at the Quake multiplayer level designs for inspiration. Specifically examining the space and layout of the levels and how that approach can be adapted into the game.

FPS Arena

Here can be found blueprints for quake maps: https://www.quakewiki.net/quake-1-maps-blueprints/

The above blueprints show the same general layout, lanes that branch off from a central room towards other rooms. All largely rectangular in their outlines.

Reviewing the video of The Cistern map: https://www.dailymotion.com/video/x20od25

And the Dark Zone map: https://www.dailymotion.com/video/x20qftr

From these levels I identify the following conventions of these levels:

  • Vertical access: stairways to access higher levels and holes to drop down.
  • Small cutaway rooms that hide weapons and pickups.
  • Use of beams inside rooms.
  • Central killbox room has verticality.
  • Corridors are short and contain corners to divert movement.
  • Implement slipgates/teleportation for gameplay loop
  • Open roofs where a skybox is visible.
  • Animated torches as light source.

Next steps for the project

The main takeaway for this is that a central area is a signature part to the level design. I imagine the player for our game will start off from a spawning point and can navigate towards the central killbox area. This is acheivable with how the PCG is now.

Another important element is the verticality of the entire map, this may require more work with the PCG and redeveloping the rooms too, to accomodate vertical movement.

Slipgates can be implemented fairly easily as well as pickups but these seem to be distinct features of Quake games, rather than a convention of the FPS arena genre.

In fact a large visual change needs to be made to better replicate the feeling of an FPS game like Quake or Doom. As such shaders and low-resolution textures would be implemented too.

References

  • Monolith productions, Day 1 studios, Timegate studios, Aeria games, 2005. F.E.A.R. [Video game] Microsoft Windows, Playstation 3, Xbox 360. Vivendi Interactive, Warner Bros. Interactive Entertainment.
  • Papercookies, 2019. No Players Online. [Video game] Linux, Microsoft Windows. Papercookies.
  • Pie on a plate Productions, 2019. The Backrooms Game FREE Edition. [Video game] Linux, Microsoft Windows. Pie on a Plate Productions.

Better teaching in fighting game tutorials Pt.3: Behaviourist and Constructivist pedagogical theories

There are several theories that can be adopted for approaches in teaching. For this essay I will focus on both Behaviourism and Constructivism to build a framework to use in the case study. The reason why I have chosen these theories is that both of these have distinctly opposing approaches, this meaning that behaviourism is a teacher-led approach (Bélanger, 2011; Greenwood, 2020) and constructivism is student-centred (Harlow S. et al. 2007).

For this project I will model the student as described in a pedagogical setting to be the player and the teacher to be the tutorial and all that it entails.

Behaviourism

The Behaviourist teaching theory uses a process that first begins with observing the behaviour of students to see if they are learning as effectively as possible and then assessesing this behaviour. Behaviour being observable and discrete actions exhibited by students. For example the scores from a test can be used to observe if the student has learned and understood the content. This assessment results in feedback for that student, identifying strengths and impressing a rewarding experience. This is done in the hope that a positive bond is formed (Bélanger, 2011, p. 18). Part of this process is Operant Conditioning (Skinner, 1971), where reinforcement is applied. This reinforcement would be positive or negative (this being punishment to deter), for example in a classroom should a student answer correctly they are given praise to encourage such behaviour, if they act in an undesirable way then negative reinforcement is applied to discourage repeating it.

The structure of a behaviourist approach in a classroom is controlled and linear, it is directed by the teacher with distinct learning objectives for the students to achieve and these achievements are set against predicted set of behavioural outcomes. The content will be arranged from simple to complex (Bélanger, 2011, p. 19). As such there is an element of experimentation for the student, they would undergo a process of trial-and-error under such learning (Hean et al., 2009).

In terms of game tutorials this process may be the most useful with the following approaches:

  • It encourages a rigid structure that begins with simple lessons. For a game tutorial, this would make sense as it cannot be assumed that every player possesses the same level of skill or knowledge in any given fighting game or game in general.
  • Information is given in a direct manner, that is to say the teacher imparts knowledge in a controlled manner.
  • The trial-and error process may be considered essential in any of the fighting game tutorials shown in the last log, these are designed in a way that players can make as many attempts at learning an attack or control.
  • For the above process to work a tutorial would need to offer feedback as a way to confirm a successful attempt at an action.
  • Trial-and-error can only work if there is something to experiment against, set tasks are used to demonstrate and show understanding of information in behaviourism (Greenwood, 2020). In a fighting game tutorial, this can be translated as the individual lessons on mechanics and controls.

My conclusion for behaviourism is that it would be most effective when being applied to individual lessons for mechanics, the repetitive nature of this approach is most suitable as it allows the player to make many attempts at the same lesson. All the while offering feedback to confirm successes.

However, what I observe is that this approach cannot identify the source of a learning difficulty. There is no way to measure or confirm that the player fully understands the mechanic, it can only be confirmed that they have completed that lesson.

Constructivism

This approach is student-centred. That is an approach that takes into account the student’s needs. Constructivists believe that “meaning is derived from and interpreted through individual beliefs, experiences and social contexts.”(Hannafin and Hannafin, 2009). This meaning in the classroom, new knowledge is built upon pre-existing knowledge and that new knowledge is either assimilated into their existing schema or a new schema is structured to accomodate new knowledge (Harlow et al., 2007).

Because constructivism is student-centred it is also student-led. Student inquiry is part of this process and that it is not a rigid process but needs to be flexible and accomodating (Hirtle, 1996). Because of this the learning process is more active, it cannot be teacher led as the student must make connections to prior knowledge and because of this, interpretations are subjective and may result in different learning outcomes (McLeod, 2019).

Constructivist teaching aims to provide experiences that facilitate construction of knowledge. These may be presented as reciprocal teaching where students teach each other. Another experience is Inquiry-Based learning where a student poses their own question and employs their own research and observations. The findings are then used to draw connections to previous knowledge. A different version of this is Problem-based learning where a real-world problem is given, then students must work together to form a solution.

For fighting game tutorials:

  • A less rigid structure could be applied, as constructivism assumes a learners previous experience and knowledge. In tutorials, then the players prior knowledge and experience can be accounted for.
  • The delivery of information is more free, while using lecture style lessons, students are also encouraged to ask questions. Methods of imparting knowledge may also involve other social elements too like presentations and group work. This can be seen as irrelelvant to an extent, however external discussions between players can help players understand and learn things about the game that may not be explicitly shown.
  • A player should be able to choose what to learn. This follows from the above, instead of learning something the player may already know they could focus on a particular skill or knowledge gap concerning a mechanic or in-game skill.
  • PBL and IBL can be employed to allow players to form their own solutions to in-game problems, as an example the game could present lessons or missions with a certain objective that can be completed using different skills learned from other parts of the game.

A pedagogical framework to use

What I gather from the above is that both of these approaches vary in the following areas between behaviourist and constructivist:

  • Structure-The structure of the lessons can be varied. I see a Behaviourist structure as being sequential and scheduled, that is there is an order to the lessons and one must be learnt after the other. The constructivist approach, can be structured in a similar way but must take into account the learner’s previous knowledge, in effect the learner can attempt any lesson they wish.
  • Delivery-The imparting of knowledge. In behaviourism the information is given in a direct format, the fighting game tutorial equivalent would be text instructions. A Constructivist approach would be allowing the player to query and answers their own questions for the game. In this case this would be a type of “free” mode where players could experiment with different mechanics in a suitable environment.
  • Medium-What form does the information take. This could be shown as video, images, text or in-game demonstration.
  • Methods-This area would consider how the teaching is carried out. What methods are used to teach the player the mechanics. What form does feedback take, if there is any. What incentives are employed. How does a player succeed in a lesson.

With these areas identified I will approach the case study with a comparative approach. The fighting game tutorials are from Injustice 2, Injustice 2 Legendary Edition and Mortal Kombat 11. These three tutorials captures NetheRealm’s change in approach in how the tutorial is presented and how it works. These changes were done in order to create more effective tutorials that would retain more players (Keschinger, 2020), ultimately resulting in a tutorial that had better onboarding. As such I will compare the approaches in these tutorials with the above areas, identifying which theory these tutorials tend towards.

References

  • BĂ©langer, P., 2011. Three Main Learning Theories. Theories in Adult Learning and Education, [online] pp.17-34. Available at: <https://www.jstor.org/stable/j.ctvbkjx77> [Accessed 7 May 2021].
  • Buffalo.edu. 2021. Constructivism. [online] Available at: <http://www.buffalo.edu/ubcei/enhance/learning/constructivism.html> [Accessed 17 May 2021].
  • Greenwood, B., 2020. What is Behaviourism and How to Use it in the Classroom?. [online] Blog.teamsatchel.com. Available at: <https://blog.teamsatchel.com/what-is-behaviourism-and-how-to-use-it-in-the-classroom> [Accessed 15 May 2021].
  • Hannafin, M. and Hannafin, K., 2009. Cognition and Student-Centered, Web-Based Learning: Issues and Implications for Research and Theory. Learning and Instruction in the Digital Age, p.11-23. [Accessed 3 May 2021].
  • Harlow S., Cummings R. & Suzanne M. Aberasturi (2007) Karl Popper and Jean Piaget: A Rationale for Constructivism, The Educational Forum, 71:1, 41-48, DOI: 10.1080/00131720608984566 [Accessed 3 May 2021].
  • Hean, S., Craddock, D. and O’Halloran, C. (2009), Learning theories and interprofessional education: a user’s guide. Learning in Health and Social Care, 8: 250-262. https://doi-org.arts.idm.oclc.org/10.1111/j.1473-6861.2009.00227.x [Accessed 3 May 2021].
  • Hirtle, J., 1996. Coming to Terms: Social Constructivism. The English Journal, 85(1), p.91. [Accessed 3 May 2021].
  • Keschinger, B., 2020. Mastering Kombat: Designing Mortal Kombat 11’s Empowering Tutorial Mode. [online] Gdcvault.com. Available at: <https://www.gdcvault.com/play/1026766/Mastering-Kombat-Designing-Mortal-Kombat> [Accessed 17 May 2021].
  • Norwich, B. and Lewis, A. (2001), Mapping a Pedagogy for Special Educational Needs. British Educational Research Journal, 27: 313-329. https://doi-org.arts.idm.oclc.org/10.1080/01411920120048322 [Accessed 5 May 2021].
  • Mcleod, S., 2021. Constructivism as a Theory for Teaching and Learning | Simply Psychology. [online] Simplypsychology.org. Available at: <https://www.simplypsychology.org/constructivism.html> [Accessed 17 May 2021].
  • Skinner, B., 1971. Operant Conditioning. In: The Encyclopedia of Education. New York: MacMillan, pp.29-33. Available at: http://butleratutb.pbworks.com/w/file/fetch/55756771/Edith%20Costa%20Project%231.doc

Experimental Development Pt.2: Procedural Generation approach

Our current organisation for this project is for us separate work into different focuses. My focus being developing the level and general gameplay mechanics. These being the PCG for levels, the first player controls and interactions. Tom’s part will be implementing the narrative PCG system and informing the narrative direction for the project. We have also made use of a Miro board as ideas for the project shown here: [https://miro.com/app/board/o9J_lFMST9g=/]. We are also setting up regular meetings in order to discuss progress and to share ideas on the game.

Current state of PCG

A considerate amount of work had been done for producing the Procedural Generation system for this project. The approach for the PCG(Procedural Generation) was inspired by The Binding of Isaac (McMillen, 2011) and Spelunky (Mossmouth, 2008). These two games were analysed only for their approach in PCG, that is how these games have approached generating the levels.

The Binding of Isaac

Himsl explains that the algorithm in The Binding of Isaac utilises a grid to place “rooms”, these rooms being composed of objects, enemies and walls (Himsl, 2020). The grid is a way of coordinating the placement of the rooms. The algorithm chooses a part of this grid to place on, then generates the entire level. Some of these rooms are unique, that is they contain shops or a boss or other random secrets (Dungeon Generation in Binding of Isaac, 2021).

Spelunky

Spelunky also makes use of a grid as well to place different room types, these vary in four ways: “a tile with the ground on the bottom and nothing to the top, left, or right (an open space); a tile with ground on the bottom and one additional adjacent surface (usually a corner of a room but sometimes a crawlspace); a dead-end nook with access from only one cardinal direction; and a space completely enclosed by solid surfaces.” (Kazemi, 2021).

From what I gather from the above approaches is that a grid system to place rooms is a solid approach, this I have used to base my PCG on. That is the rooms will be placed on a grid, this decision will be up to the algorithm. Binding of Isaac also makes use of unique rooms, for this project I want to make rooms that seem familiar but different. As such I could use unique rooms that are distinct from others and yet the layout of the level changes. Spelunky takes adavantage of the players ability to move between tiles via the cardinal directions too. It uses uniform distribution to decide which way a path should take upon creating a level, as well as deciding from a pool of rooms to choose from. The first decision informs the possible list of rooms to pull from.

What I have learned from the above:

  • Use a grid system to place rooms
  • Use the cardinal directions as entrances and exits for each room.
  • Using and refining lists of possible rooms to place on cells.
  • Use uniform distribution to make initial decisions.

Here are the results of the initial prototype:

PCG Level: All three main rooms are connected via routes.
The PCG moves from tile to tile starting from the bottom room.

Testing PCG prototype

This initial prototype uses a 4×4 grid. For our purposes for the project it is deemed to be too small upon discussing with my partner Tom. So this prototype was tested by running the PCG multiple times for any issues. These issues being unintended placements of rooms and also the unsuccessful placements of connecting rooms between main rooms. (Refer back to Rules for room placement in the last dev log: https://collaborative.myblog.arts.ac.uk/2021/05/03/experimental-development-pt-1/)

Testing with the 5×5 grid resulted in some unexpected issues:

Here the connecting rooms are not able to connect to the MIDDLE main room and the ENDING main room.

The pathing is not able to resolve the connection between the MIDDLE and END rooms due to the previous connecting rooms already placed as they are occupying those cells. As such my solution is to tighten the initial possible placements for the MIDDLE room. Applying this change has resulted in desirable levels.

However there are still empty cells that need to be utilised with additional rooms. The PCG is still not what we wanted for our purposes, however this is more functional and closer to what we need. Upon discussing and showing this to my teammate Tom, we decided that the next objectives are:

  • A case study is to be conducted to acquire inspiration for level design to influence the level layout and room shapes.
  • Implement level structures closer resembling those of the 90’s arena shooters like Quake and Unreal.
  • Apply changes to PCG so that empty cells are used.

We also discussed narrative elements and how these can be possibly introduced by either using markers located inside rooms that the player walks into or making use of pickups that the player collects to trigger narrative elements like text/dialogue.

References

  • BorisTheBrave.Com. 2021. Dungeon Generation in Binding of Isaac. [online] Available at: <https://www.boristhebrave.com/2020/09/12/dungeon-generation-in-binding-of-isaac/> [Accessed 14 May 2021].
  • Himsl, F., 2020. Binding of Isaac: Room Generation Explained!. Available at: <https://www.youtube.com/watch?v=1-HIA6-LBJc> [Accessed 14 May 2021].
  • Kazemi, D., 2021. How to effectively use procedural generation in games. [online] Gamasutra.com. Available at: <https://www.gamasutra.com/view/news/340190/How_to_effectively_use_procedural_generation_in_games.php> [Accessed 14 May 2021].
  • Kazemi, D., 2021. Spelunky Generator Lessons. [online] Tinysubversions.com. Available at: <http://tinysubversions.com/spelunkyGen/> [Accessed 14 May 2021].
  • McMillen, E. et al., 2011. The Binding of Isaac. [Video game] Linux, OS X, Microsoft Windows. McMillen, E.
  • Mossmouth, 2008. Spelunky. [Video game] Microsoft Windows, Xbox 360, Playstation 3, Playstation 4, Playstation Vita, Chrome OS, Switch. Mossmouth, Microsoft Studios.

Better teaching in fighting game tutorials Pt.4: Netherrealm case study

Note: During this case study I had realised a better approach for the analysis would be to place the Medium area of analysis under Delivery, this is because the Medium of the knowledge can be analysed as a subset of how the knowledge is delivered in games. As such each game will be analysed in three areas instead of four. The Methods area will also examine the game for methods that can be identified as constructivist or behaviourist approaches methods.

I will be conducting a case study through the lens of constructivist and behaviourist pedagogical approaches in the following game tutorials:

  • Injustice 2 (NetherRealm Studios, 2017)
  • Injustice 2 Legendary Edition (NetherRealm Studios, 2018)
  • Mortal Kombat 11 (NetherRealm Studios, 2019)

In this case the tutorial being the dedicated mode that has the purpose of teaching the player the mechanics and controls of the game. (See previous log for further details on tutorials: https://collaborative.myblog.arts.ac.uk/2021/05/11/better-teaching-in-fighting-game-tutorials-pt-2-whats-in-a-tutorial/)

For each game I will consider:

  • Structure of the tutorial content.
  • The delivery or how players acquire the tutorial content.
  • What methods from constructivist and behaviourist theories that can be identified in delivering the tutorial content.

I believe analysing these games’ tutorials in these areas will highlight which pedagogical approach they may align with, thereby possibly indicating which pedagogical approach (between behaviourist and constructivist) is the most effective for fulfilling a player’s learning needs. The learning needs in this case are the required knowledge and skills to engage with game mechanics at an advanced level. (See previous log for further details on Pedagogical approaches: https://collaborative.myblog.arts.ac.uk/2021/05/15/better-teaching-in-fighting-game-tutorials-pt-3-behaviourist-and-constructivist-pedagogical-theories/)

In GDC 2020, Brian keschinger (2020) gave a talk on the changes to the tutorials in NetherRealm’s fighting games. This change had the intention of improving player retention and understanding of the game mechanics. In the talk he describes why changes were made and what implemented to design better tutorials. As such I will study these games alongside information given from that talk.

Injustice 2 (2017)

Structure

Injustice 2’s tutorials are separated into seven different lessons. Six of these are universal lessons that teach the core mechanics such as basic attacks and combos. One of these lessons is called “Character”, this lesson allows the player to select an individual character to learn their individual skills and abilities. These lessons vary from each character but have the same purpose.

The structure of Injustice 2’s tutorial is linear, that is completing one lesson unlocks the next lesson and they must be completed in a particular order. The possible reasoning for this structure is that each lesson increases in complexity and relies on knowledge from previous lessons. For example the “Basics” lesson teaches single button attacks, the “Combos” lesson teaches attacks that require attack buttons pressed in sequence. This approach can be described as behaviourist as the lesson availability is dependent on what the player has already completed. It can also be argued that the structure is also partly constructivist due to the Character lesson being already available without completing previous lessons. However, the Character lessons teach controls and inputs that do require previous knowledge like basic attacks as they teach more advanced mechanics like combos and abilities. This can be seen as antithetical to the overall structure of the tutorial as players can ignore the first six lessons, then this can be viewed as a combination of both pedagogical approaches. However, it is unbalanced and compromises the structure of the first six lessons.

Delivery

All lesson instructions are delivered as text and symbols that indicate buttons on the input controller. These instructions come in three variations, Fig.1 is the most prominent as it encompasses the entire screen, players cannot input any character actions and must proceed by pressing the corresponding button. This kind of pop-up message usually describes the relevant action and how it is used. Fig. 2 shows a task checklist that the player must achieve. Fig. 3 gives instructions on how to perform a particular action. Both Fig. 2 and 3’s text messages are on-screen while the player can apply character actions.

In this case, the delivery of information can be seen as behaviourist as they give discrete instructions and knowledge about the controls in a sequential fashion, this reflects the approach to the tutorial structure. This approach also ensures the player has been successful in each task the instructions give, this is because new instructions are only given upon successfully completing the current task. What works well is that the game ensures the player is successful in performing those actions. However, some of these lessons can be overwhelming and difficult especially for a first time player. There are 27 unique actions taught in the Basic lesson alone.

One constructivist solution is that the game will show an on-screen prompt that allows the player to view an A.I character performing this action (this feature is only available for select instructions). Another solution that is used is a practice match where the player fights against an A.I controlled character that is less capable, this is accompanied by a small list of actions to achieve. This too can be considered a constructivist approach as the player is allowed to experiment and use various actions previously taught. However this practice fight only happens in the first lesson. Overall, the approach for the lesson delivery is behaviourist due to the sequential tasks and their requirements that the player achieve each task. The delivery, while encompassing every control, does not allow for any flexibility, lessons cannot be skipped and every one of them must be attempted. It can be observed that constructivist methods are employed to further reinforce what has been taught.

Methods

These lessons use behaviourist methods when delivering knowledge such as repetition, the more complex actions like directional dodges must be completed a certain number of times. The implementation of this method is not uniform, some of the more arguably complex actions like combos are not presented as repetitivel tasks while others are. Repetitive tasks can be seen as suitable since the players familiarity with such controls would increase with each attempt. Another behaviourist method is the use of feedback, this comes in different forms in this tutorial. Upon completion of a lesson the player is given a positive message, encouraging further engagement with other lessons. There is also an extrinsic reward upon completion of all lessons, this being Crystals which is a type of in-game currency. For each task there is also some visual feedback highlighting successful attempts.

All of the tasks are given to the player as direct instructions, detailing exactly which button presses are required and using symbols to make this clear. This is another behaviourist method that is suitable in how it is used.

Figure 7: Required input symbols flash upon successful input [Source: https://www.youtube.com/watch?v=oIhomqZQ8as]

In terms of constructivist methods there is the employment of modelling (McLeod, 2019), in this case it is expressed as an A.I performing the actions for a task. This is used only on certain tasks, not all. One other constructivist method is experimentation(McLeod, 2019), upon learning the basic controls from the basic lesson, the player is allowed to fight against a less capable A.I controlled character using all of the actions learnt from previous lessons.

Overall, Injustice 2’s tutorial is pulling towards the behaviourist approach but there are some uses of constructivist methods. Most instances of the behaviourist approach seem suitable like the repetition of tasks. The lessons are also supplemented by constructivist methods too like modelling, these are more effective in some areas than others. Keschinger has expressed some of these lessons increase in difficulty to the point where players would give up attempting to finish a lesson.

“… the difficulty ramped up quickly, we have some data that shows that this one specific lesson on special move cancels had ten times the average dropout of the other lessons”. (Keschinger, 2020, 8:37).

Because of this, a significant number of players were not able to access the lessons after. As such there is room for a constructivist approach to be adapted. If there was a more open structure to the tutorial, then the more difficult lessons could be skipped, this does have a consequence of the player not fully understanding the controls however and if the next lesson relies on the previous lessons knowledge then it would compromise the tutorial.

Injustice 2 Legendary edition (2018)

Structure

The tutorial is organised in to five categories:

  • Basic moves
  • Advanced mechanics
  • Combat strategy
  • Characters
  • Practice
Figure 8: New tutorial hierarchy (Keshcinger, 2020, 17:53)

The character category offers character specific tutorials that are similar to the previous tutorial approach.

Practice is a mode where players can set up matches with an opponent character with custom settings, these settings may define the state of the opponent. This can be many things including repeatedly performing a series of specified attacks, remain idle or apply a fighting A.I. This mode, while usually external from the tutorial lessons is still valuable to the player to fulfil their learning needs. This is because it allows the player to experiment and compose situations in fights to resolve or analyse. As such this can be considered as a constructivist method put in practice.

The Characters category is again the same in the previous 2017 version. No notable change in content or structure aside from additional characters.

Basic moves, Advanced mechanics and Combat strategy are the main categories that make up the tutorial, the amount of lessons are greater in this edition. Now all of the content is available from the beginning, this could be considered as a constructivist tendency as it allows the player to choose what to learn, the lessons are still designed to be played in a specific order. However, those players that have had experience with the game are able to choose lessons that compliment their learning needs. But there is no way to identify what their learning needs are, these players may need to explore the tutorial to find where their learning needs lie.

Figure 9: Progress can be seen for each sub-category. (Keschinger, 2020, 20:22)

Within the Advanced Mechanics and Combat Strategy are sub-categories which hold several lessons and trials, trials being a playable section where players are given tasks to do without guidance, these trials are focused on reinforcing the skills and knowledge learned in the same category.

Another distinction from the previous edition is that there are several UI elements that reveal the players progress, showing how many lessons are completed in each category and which lessons are completed. Each sub-category also has animated thumbnails that preview the lessons and a list of lesson and trial titles to select from. This new approach to the UI can be seen as leaning towards constructivism as the player is given more information about the content and their own level of progress, allowing the player to reflect on what lessons they wish to engage with.

Delivery

The Legendary edition’s delivery of knowledge is largely similar to the previous, text instructions are still used, however in this edition keywords are colour coded to imply importance. This can be identified as a behaviourist element as it is a method of conditioning, the colour indicates importance and so ideally the player would recognise this.

Within a lesson, tasks are accompanied with the option of an A.I demonstration similar to the previous approach, however this differs in two ways. One is that it is now available for almost every task instead of a select few, another is that for every task there is an on-screen display image of a controller that highlights corresponding buttons presses in blue. This is implemented in combination with the A.I demonstration, during the demonstration the A.I button presses are highlighted in red, the player can also press buttons to emulate the red button presses. This serves to better teach the timing of button presses. This form of learning is largely optional, however it accomodates a player who struggles with a particular task, this can be seen as constructivist as it is additional information that facilitates their learning of the task.

Figure 10: On-screen controler UI element, lighting up on player input. (Dynasty, 2018, 2:47)

A new addition is the text pop-up tip. Should the player find difficulty with a task a tip appears on-screen giving additional information on how best to succeed with the task. This difficulty that the player is experiencing is identified by a certain length of time being passed without the player succeeding. Because of this assessment of difficulty, it can be seen as a behaviorist addition as it identifies player difficulty based on their performance.

Methods

Operant conditioning (Skinner, 1971) is reinforced here as there are extrinsic rewards for every lesson completed as well as an additional reward for completing a sub category. This reinforces continuous engagement with the tutorial on the whole.

The same repetitive format of tasks is present here but in a larger quantity. These tasks are also accompanied with clearer and more instructive directions, considering the use of colour to highlight importance.

There is also the implementation of a visual timer for certain tasks, this timer teaches the timing of button presses for mechanics like combos. This timer also offers instant feedback, showing successful or failed attempts for button inputs. This too is a behaviourist convention as the player is shown by the game their skill gap lies. However, this is implemented in a way that encourages experimentation (constructivist), the player can attempt this until they succeed. This allows the player to experiment different timings for button inputs.

Figure 11: Timers that display correct timing and give feedback. (Keschigner, 2020, 32:00)

Other instances of constructivist experimentation is the inclusion of the practice mode within the tutorial (titled as learn mode in this edition). Previously it was outside of the tutoiral as a different mode. There are also trials which allow players to experiment with a specific challenge.

There is also the use of scaffolding (Sarikas, 2020), a constructivist method, that gradually increases complexity and removes supportive elements as the player progresses throughout the tutorial. This is evident in the inclusion of trials as described above. In a sub-category lessons are listed first and then trials are listed after, trials are considerably more complex as they instruct tasks and give no supporting information. Scaffolding is also evident in the overall strucutre of the tutorial, that is the increasing complexity from one category to another. The text instructions are simpler and fewer in Basic mechanics especially when compared to Combat Strategy lessons, these lessons use multiple text pop-ups to describe information like frame data.

Mortal Kombat 11 (2019)

Structure

In Mortal Kombat, the tutorial is titled as the learn mode, this being similar to the tutorial in Injustice 2 Legendary edition, here the learn mode is composed of three different categories:

  • Practice – this is no different than the other implementations of the practice mode.
  • Tutorial – this is where all the game lessons can be found.
  • Fatality training – A mode dedicated to practicing the execution of a mechanic known as the fatality, upon inspection there is nothing that is unique in terms of implementation.

Focusing on the Tutorial category, there are four categories within the tutorial:

  • Basic tutorial – Short set of lessons dedicated to teach the player the basics of the game.
  • Advanced – Contains three sub-categories, all of which have a list of lessons to select from.
  • Strategy – Similar to the advanced category only with an focus on complex mechanics.
  • Character – Offers lessons on individual characters of the players choosing. Similar to Injustice 2 and the legendary edition.
Figure 12: Hierarchy of Mortal Kombat 11 tutorial menu. (NetherRealm Studios et al., 2019)

Overall the structure does not change so much, there is the addition of text that further describes the content of each category, this aids the player in making more informed choices and helps them decide what lessons are most suitable for them. This can be considered as a more player centred approach.

Delivery

Mortal Kombat uses Injustice 2 Legendary edition’s learning mode and develops further, enhancing the core approaches and elements already there. For example the on-screen controller that reflects the player input is now accompanied with audio cues, this was done to better impart the timing of controller inputs. This use of audio cues is apparent in other parts of the tutorials. If a player successfully completes a task a specific audio cue is played, this is prominent when a repetitive task is given, the audio cue is played with every successful attempt. A different audio cue is also played upon the completion of a lesson.

This form of audio feedback is also reflected with visual feedback too, there are time sensitive actions that require players to react. The lessons freezes the game at the moment of input, shading the character in colour. This approach was used in Injustice 2 Legendary edition, but in Mortal Kombat this shading of character has been expanded to include different colours to better communicate frame data.

Both of these changes in feedback are an inherent property of behaviourism as they serve the purpose of highlighting failure and success, making it clear to the player what is needed to succeed.

Another behaviourist element in the delivery is the unique selection of characters, certain characters are selected for certain lessons (Keschinger, 2020). For example, lessons in blocking use the character Jade because her attacks are highly telegraphed and easy to anticipate, while the character the player uses in this lesson is able to react with clarity. This adjustment in the use of characters also helps players expand in their familiarity with other character playing styles, this is a behaviourist approach as it is a controlled and directed, but it has a constructivist consequence as the player is exposed to different characters to learn from.

Methods

The approach to the lessons in Mortal Kombat are moving towards behaviourist approaches, specifically what can be seen as controlled practice (Controlled practice, 2021), here there is more feedback used to reinforce and highlight correct behaviour for the player.

In fact there is less emphasis on an independency in the tutorial lessons, the trials from Injustice 2 Legendary edition are removed entirely and now focus only on lessons. However, text pop-up messages at the end of some lessons encourage the player to experiment in practice mode to replicate the tasks with different characters.

This inclusion of the practice mode is behaviourist in nature as players can take what they have learned from the lessons and apply it to different situations with different characters, they can experiment and build upon what they have already learned. The practice mode can be considered as a form of problem based learning as players can create or encounter situations of their own choosing, allowing players to construct their own solution to that situtation.

Conclusion

Table showing change between games.

There is a large change in the approach between Injustice 2(2017) and Mortal Kombat (2019), the change takes place in nearly all areas from the structure of the tutorial to how the lessons are presented. In Injustice 2, the approach can be seen as largely behaviourist with some leanings towards constructivism. This approach has been found to be detrimental in fulfilling the player’s learning needs and is detrimental to player retainment (Keschinger, 2020).

Injustice 2 Legendary edition’s tutorial exapanded the learning content, it’s possible to see this as a constructivist approach as the additional content was built to accomodate players of varying skill and knowledge. Keschinger explains that this change was motivated by a need to increase player retention (2020, 10:33), they developed a taxonomy that identified different levels of players, their goal with this tutorial was to further engage players and potentially move them towards the competitive end (2020, 15:50). This can be seen as fulfilling the player’s learning needs on the whole, certainly by implementing methods that have a constructivist nature that is apparent in the structure of the tutorial.

However, between these three games’ tutorials, the lower level elements of the tutorial being the lessons, the tasks and instructions have more behaviourist developments over time. As such it can be seen that a behaviourist approach in the lower levels of the tutorial is most effective in teaching the discrete mechanics and controls of a fighting game. But the tutorial would benefit from a constructivist approach to it’s structure.

This is proven in the Mortal Kombat 11 tutorial as the practice mode is more ingrained in the tutorial structure, but there is more evidence of behaviourist methods in the lesson-to-lesson activity, consider the use of visual and audio cues.

In the case of these NetherRealm games, there is a balance between constructivist and behaviourist approaches. At the highest level a constructivist approach is the most suitable, it allows players freedom to choose what knowledge to acquire and accomodates a player’s varying learning needs as player skill can vary greatly, especially with fighting games. In order to communicate and teach the player well, a more behaviourist approach can benefit the player as it offers instant feedback. The nature of fighting game mechanics are demanding and require quick reflexes and knowledge of the game’s systems, this is taught with a behaviourist approach. There is still room for some constructivist elements too at this level, consider the use of A.I demonstrations and practice fights. These allow the player to learn in a less direct manner than text instructions and encourages experimentation. An important consequence is that winning a practice fight aids in the process of onboarding (Salmond, 2016, p. 211) the player, combining this with player celebration and rewards helps incentivizing the player to learn and play more (Keschinger, 2020, 19:05).

It can be seen these fighting games benefit from a balance between behaviourism and constructivism. The implementation of both of these approaches must be carefully considered as one approach can undermine another. Look to Injustice 2(2017), the character tutorial is available from the beginning, a constructivist choice but this requires some advanced knowledge that is locked in the other lessons of that tutorial. A consequence of this is that the player may become confused as the lessons may instruct the player on mechanics they are not familiar with. As such the fighting game tutorial can be composed of both pedagogical approaches with a carefully curated balance between these approaches.

Bibliography

  • Dynasty. (2017, March 21). Injustice 2: New Updated Training Mode & “Learn Hub” Feature Fully REVEALED! (Legendary Edition). Available at: https://www.youtube.com/watch?v=_5lj6BKI4Tw&t=3s [Accessed: 24 May 2021]
  • Keschinger, B. (2020, August 4-6). Mastering Kombat: Designing Mortal Kombat 11’s Empowering Tutorial Mode [Conference Presentation]. 2020 Games Developers Conference. Available at: https://www.gdcvault.com/play/1026766/Mastering-Kombat-Designing-Mortal-Kombat [Accessed: 12 May 2021]
  • McLeod, S. A. (2019, July 17). Constructivism as a theory for teaching and learning. Simply Psychology. https://www.simplypsychology.org/constructivism.html [Accessed: 5 May 2021]
  • Salmond, M. (2016). Video Game Design: Principles and Practices from the Ground Up. London: Fairchild Books. From http://dx.doi.org/10.5040/9781474222426 [Accessed: 5 May 2021]
  • PS360HD. (2017, May 16). INJUSTICE 2 – Tutorial Mode Walkthrough (1080p 60fps). Available at: https://www.youtube.com/watch?v=oIhomqZQ8as [Accessed: 20 May 2021]
  • Sarikas, C. (2020, January 4) Vygotsky Scaffolding: What It Is and How to Use It. [online] Blog.prepscholar.com. Available at: <https://blog.prepscholar.com/vygotsky-scaffolding-zone-of-proximal-development> [Accessed 24 May 2021].
  • Skinner, B., 1971. Operant Conditioning. In: The Encyclopedia of Education. New York: MacMillan, pp.29-33. Available at: http://butleratutb.pbworks.com/w/file/fetch/55756771/Edith%20Costa%20Project%231.docx [Accessed: 25 April 2021]
  • TeachingEnglish | British Council | BBC. 2021. Controlled practice. [online] Available at: <https://www.teachingenglish.org.uk/article/controlled-practice> [Accessed 24 May 2021].

Ludography

  • NetherRealm Studios (2017). Injustice 2. [Video game] Android, iOS, Playstation 4, Xbox One, Microsoft Windows. Warner Bros. Interactive Entertainment.
  • NetherRealm Studios (2018). Injustice 2: Legendary Edition. [Video game] Android, iOS, Playstation 4, Xbox One, Microsoft Windows. Warner Bros. Interactive Entertainment.
  • NetherRealm Studios, Shiver Entertainment, QLOC (2019). Mortal Kombat 11. [Video game] Microsoft Windows, Nintendo Switch, Playstation 4, Xbox One, Stadia, PlayStation 5, Xbox Series X/S. Warner Bros. Interactive Entertainment.

Better teaching in fighting game tutorials Pt.2: What’s in a tutorial?

Part of my essay will be focusing on fighting game tutorials. So one thing I should consider is what is a tutorial? What is it’s purpose? What components are used and how does a developer go about creating one?

The tutorial by definition

The interactive tutorial was a way of replacing the physical game manual that usually came with the copy of a game. Doing things this way allowed players to learn how to play the game while playing the game (Burgun, 2017). This can be presented to the player as a simple level that utilises tips and instructions (Perry, 2009) showing the player the controls and how to play the game. Salmond (2016: 208) notes that while the tutorial is teaching the player, it also “is revealing the entirety of the game mechanic. Level 1 establishes game tone, story arc, play mechanic, and the environment.”

In Bioshock (2K Boston, 2K Austria, 2007) the first area of the game is dedicated to teaching the player controls and mechanics using pop-up text notifications. At this point the story has already begun.
[Source: https://www.youtube.com/watch?v=nFjMkFwB1ck]

In that sense the tutorial is not just a section of the game to teach the player how to play but also a method introduce the player to other elements of the game. These other elements could be features of the game (Wagner, 2012), the narrative or the environment (Salmond, 2016).

For this project I will define a tutorial as a playable section of the game that aims to teach and instruct the player on how to play the game which may attempt to present components such as controls, mechanics and tips. These may be taught to the player with various methods including text instructions, video demonstrations or even vague suggestions like the level design in Level 1-1 in Super Mario Bros. (Nintendo, 1985).

Super Mario Bros (1985) begins with a large space in front of the player character, suggesting the player to move forward. As such a key part of the game has already been revealed to the player. Moving to the right. [Source: https://www.youtube.com/watch?v=-avspZlbOWU]

A subset of the tutorial, as described by Salmond (2020, p. 211 ), is the Onboarding process that also takes place wherein the player is introduced to the narrative, the tone and environment that the game employs. The player is also given positive reinforcement in succeeding the tutorial. As such the player should understand how to play the game and what the game is about, more importantly they are encouraged to engage with the rest of the game and to learn more. This applies heavily to fighting games.

What’s a fighting game?

In issue #15 of NEXT generation magazine, there was a written lexicon for game terminology. Their written of a Fighting Game is: “A game which consists of one-on-one duels between two characters. One controlled by the player. The other controlled by either another player or the computer. The fighting may be executed hand-to hand but characters may also use weapons or have supernatural powers such as the ability to throw fireballs.” (1996: 34).

In-Game Street Fighter 5 Ads Pulled by Capcom
Streetfighter games pit two characters in a multi-round fight. The objective for players is to reduce their opponents health to zero. [Source: https://www.playstationlifestyle.net/2018/12/26/in-game-street-fighter-5-ads-quietly-disabled/#/slide/1]

While there are fighting games that accommodate more than two characters in a fight like the Super Smash bros series(Nintendo, 1999), this definition is still useful and correlates with Ernest Adams description of a fighting game. “These games simulate hand-to-hand combat, usually using highly exaggerated moves…” (Adams, 2009: 397). He also describes a fighting game to have mechanically intense features that require a high level of physical skill to accomplish such as the combo: “the player would execute an especially effective or spectacular attack if she could rapidly issue a particular sequence of buttons and joystick maneuvers.” (Adams, 2009: 398) There are other mechanics that are just as complex and physically demanding which extend on the basic controls of a fighting game.(Daniels, 2013). Another feature of fighting games is that they feature a large cast of characters all of which have distinct attacks and abilities that players need to learn too.

As such, a well designed tutorial would be necessary to teach the player these mechanics, as well as other systems in a fighting game.

What’s in a fighting game tutorial?

While there are many games within the fighting game genre, the conventional controls are very similar. The thumbstick/direction-pad are responsible for character movement and the other buttons are used for performing different attacks or abilities. A number of fighting games assume the player already knows this and other such controls, overall it is difficult for players without prior experience to play such fighting games (Bevill, 2012; Edwards, 2018; Miller, 2020).

Some fighting games teach these simple controls in the tutorial. In Street Fighter V(Capcom, 2016), players assume control of a character. They are then given text instructions to perform actions.

Street Fighter V’s tutorial: This pattern is repeated where an action is described and instructions given and then it is up to the player to perform them. [Source: https://www.youtube.com/watch?v=UtIVKDplsSI]
Upon succeeding the player is given textual feedback confirming successful attempts.

There is also a separate training mode where the player may also start a level and choose characters to play as against an NPC. This mode allows the player to automate the NPC to perform specific actions like attacking or blocking. The player can then experiment and learn different attacks or strategies to counter the NPC. This mode is heavily self-directed and does require prior knowledge to utilise effectively. This mode also offers telemetry on controller inputs, frame data and attack data.

Street Fighter V’s Training mode: Settings can be applied to automate the NPC dummy.
[Source: https://www.youtube.com/watch?v=6_7Tm2HjmyQ]

However other games elect not to include a distinct tutorial mode or section. In Tekken 7 (Bandai Namco Studios, 2015) there is no tutorial. Instead the tutorial’s responsibilities, these being teaching the player the controls and onboarding them, are transferred to the story mode (Bailey, 2021).

Tekken 7 story: The story mode implements text pop-up and symbol instructions for various controls throughout the story mode. [Source: https://www.youtube.com/watch?v=suxR8fAPmp8&t=6233s]

As such the story mode imparts narrative and teaches the player how to play the game at the same time. I would argue that Tekken 7’s story mode is a tutorial due tot he fact that it serves to teach the player the controls of the game. Both Street Fighter V and Tekken 7 have similar approaches to their tutorials, that is by introducing context, story and teaching the player the controls of the game.

In Guilty Gear Xrd -Revelator-(Arc System Works, 2016), it can be argued that the three modes “Tutorial”, “Combo” and “Mission” compose the tutorial. This is because they serve to teach the player how to play the game (Hou, 2021). This also makes use of playable sections where the player is promtped with text instructions as well as voiced instructions. Upon receiving instructions the player must attempt to perform the actions described.

With these examples I can say that fighting game tutorials implement the use of text instructions and symbols to communicate controls for the game. These are used within playable sections of the game which may involve narrative elements and have the goal of teaching the player how to play the game. This may be supplemented by video demonstrations and UI prompts that reflect the player controller inputs. Some games have more depth in their tutorials than others, Guilty Gear Xrd -Revelator- implements different modes dedicated to different levels of complexity. These modes range from teaching the most basic controls to advanced mechanics like combos (successive chains of attack inputs) and character specific strategies and combos. While others offer less depth like Street Fighter V, the tutorial is one playable section that is supplemented with a training mode where players can test themselves against an NPC.

References

  • Adams, E., 2009. Fundamentals of game design. [Book] 2nd ed. Berkeley, CA: New Riders.
  • Arc System Works, 2016. Guilty Gear Xrd -Revelator-. [Video game] Arcade, PlayStation 3, PlayStation 4, Microsoft Windows. Aksys games, Arc System Works, Sega, Sony Interactive Entertainment Europe.
  • Bailey, D., 2021. Tekken has dropped tutorials because players don’t use them. [online] PCGamesN. Available at: <https://www.pcgamesn.com/tekken-7/tekken-7-tutorial> [Accessed 12 May 2021].
  • Bandai Namco Studios (2015). Tekken 7. [Video game] Playstation 4, Xbox One, Microsoft Windows, Arcade. Bandai Namco Entertainment.
  • Bevill, R., 2012. Standard fighting game controls alienate potential players. [Blog] Gamasutra, Available at: <https://www.gamasutra.com/blogs/RobertBevill/20120616/172502/Standard_fighting_game_controls_alienate_potential_players.php> [Accessed 12 May 2021].
  • Capcom et al., 2016. Street Fighter V. [Video Game] Playstation 4, Microsoft Windows, Arcade. Capcom.
  • Daniels, D., 2013. Fighting Game Mechanics. [Blog] Derek Daniels, Available at: <http://derekdaniels.com/blog/2013/6/13/fighting-game-mechanics> [Accessed 11 May 2021].
  • Edwards, M., 2018. The Esoteric Design of Fighting Games. [Blog] Gamasutra, Available at: <https://www.gamasutra.com/blogs/MauriceEdwards/20180521/318408/The_Esoteric_Design_of_Fighting_Games.php> [Accessed 12 May 2021].
  • Hou, P., 2021. Fighting Game Tutorials That Teach the Fundamentals. [online] CBR. Available at: <https://www.cbr.com/fighting-game-tutorials-teach-fundamentals/> [Accessed 13 May 2021].
  • Miller, P., 2020. Why fighting games are hard. [Blog] Pat the Flip, Available at: <https://pattheflip.medium.com/why-fighting-games-are-hard-7d6d423028ff> [Accessed 12 May 2021].
  • Nintendo EAD (1985). Super Mario Bros. [ROM cartridge] Nintendo Entertainment System, Nintendo Vs. System. Nintendo.
  • Nintendo(1999). Super Smash Bros.
  • Next Generation, 1996. Lexicon A to Z. [online] (15), p.33. Available at: <https://archive.org/details/nextgen-issue-015/page/n33/mode/2up> [Accessed 11 May 2021].
  • Salmond, M. (2016). Video Game Design: Principles and Practices from the Ground Up. London: Fairchild Books. From http://dx.doi.org/10.5040/9781474222426 [Accessed: 5 May 2021]

Experimental Development Pt.1: Initial concept

Initial concept

For this project I want to explore procedural generation. Specifically the procedural generation of weird and uncanny spaces. This will be a navigable space in first person with a focus on the environment.

The context is that the player is exploring a hotel trying to find the exit.

Replaying F.E.A.R (2005) - Still looks great, and the A.I. have me  retreating and thinking more than any COD game. : gaming
The spaces in FEAR, while real all have a sense of the uncanny.

Each level will be procedurally generated, the consequence of this is to incur the feeling of the uncanny, there will also be some hand-crafted rooms. What will be procedurally generated are the connecting spaces between these rooms. This will be accomplished using liminal spaces.

The Shining hallway : zoombackgrounds
The Shining (1980) is set in an empty hotel filled with empty hallways that accentuate loneliness.

For this project I define liminal space as a transitory space between destinations. For example, a hallway or stairwells. An effect of these spaces is to trigger autophobia, the fear of being alone. As such the game will not feature any NPC, the only presence will be the player.

Gameplay loop

The player will begin in the starting space, they are tasked to navigate the space to find a key and then to find a door that the key will open. Upon opening this door, the player will enter the same starting space, this time the space will be different, the position of the key will be different and so will the door. The player is challenged to navigate a changing space.

Approach to procedural generation for a prototype

Every level will be have the layout of the figure of 8. Upon reaching the end the level will be regenerated with some changes.

Every level will use a grid system to procedurally generate a level. There will be three hand-crafted rooms, this being the start, the middle and the end. These will be distributed across the grid, then the connecting spaces will be generated to connect these spaces.

Rules for room placement

  • Room types-There will be two types of rooms. One type is the main room, these being the Start, Middle and End room. The other type is the connecting room, they will be several different rooms that are hallways that connect the main rooms. For now these will have one single entrance and exit.
  • Rules for main rooms-Because the main rooms all have two entrances/exits they cannot be placed on cells on the edge of the grid, these rooms must be placed with cells on both sides. The Start room must be placed on the bottom row of the grid, the End room must be placed on the top row. The Middle room can be placed in any centre cell so long as it has cells on both sides of the cell it has been placed on.
  • Rules for connecting rooms-Every room will have a possible entrance and exit on any of the top, bottom, left or right sides. This excludes the main rooms. These connecting rooms will be authored.

I will first attempt a prototype to develop this procedural generation method. The focus of this will be to achieve the above plans, that is:

  • Produce two different sets of authored rooms to generate. These being the start, middle and end rooms as well as the connecting rooms.
  • Design a grid/cell system where a single room will occupy each cell.
  • Design the PCG to first instantiate the three main rooms, then these rooms must be joined with connecting rooms.

Better teaching in fighting game tutorials Pt.1: Definitions and Games for a case Study

For this project I want to look at how approaches in teaching can help inform and improve the development of tutorials in games. These approaches being pedagogical practices that are used during the teaching/learning process. [https://www.tes.com/news/what-is-pedagogy-definition]. A video game tutorial being the tool that teaches the player the rules and controls of the game. [https://gamedevelopment.tutsplus.com/tutorials/the-many-ways-to-show-the-player-how-its-done-with-in-game-tutorials–gamedev-400]

Research question

The current proposed research question I have decided to investigate is:

What can be used from pedagogical/andragogical approaches to develop tutorial levels in games.

This was inspired by my background in education, I’ve had experience in delivering educaitonal content and developing it, as well as aiding in lessons. I believe the skills I had acquired in that setting can be applied to game design. For this project I will specifically focus on tutorial levels in game design. I will identify what practices are useful in education and see how they can be applied to tutorial design in games.

Definitions

Pedagogy/Andragogy – These are defined as the method and study of teaching. Andragogy has a focus on adult learning.

Within the pedagogy there are pedagogical approaches, these being the way a teacher delivers the content of the curriculum to the class. [Different approaches] The following approaches are used:

  • Behaviourism-Focuses on observing the actions of students and assesses if they are learning effectively. This relies on continuous assessment like homework and tests. [Source]
  • Constructivism-A student-centred approach and considers the students needs. This focuses on facilitating the students learning with projects and activities. They are given the content and try to form their own understanding. [Source]
  • Social Constructivism-This approach takes principles from the above but with the added element of social communication. Students understanding of a subject is resulted in communication between others, they would discuss their ideas and come to conclusions that are tested for viability. [Source]
  • Liberationism-Heavily focuses on the student, this approach allows the student to choose what they wish to learn. This directly rejects other approaches as it democratises the classroom, the teacher faciltiates their learning, encouraging critical thinking on the subject and discussion. Students would ask more questions about the subject. There is also a focus on fulfilling differnet learning styles [Source]
Source: https://onlinelearninginsights.wordpress.com/tag/constructivism/

There are many others too and for this project only few would be examined.

Tutorial-Is the interactive learning experience that teaches the player the mechanics of the game. This can take many forms like the first level of a game, an optional playable section, or a series of text/video. In Video game design: principles and practices from the ground up by Michael salmond writes “Level 1 establishes game tone, story arc, play mechanic, and the environment. Everything else evolves from that first level and gets the player on-board with the game.” I should look ot other sources for different definitions of tutorials, just to get a range of definitions to draw from.

Games for a case study

Some consideration needs to be taken for what tutorials I will look at for a case study. I would want to identify the different approaches and components of these tutorials and how they are used in different games. I would want to consider how these games teach their mechanics to the player, what mediums are used and how the tutorial is structured.

I am considering using a variety of games’ tutorials, a variety meaning they will vary in their approach and what kind of mechanics they teach. The current selection for this list is:

  • Portal-The tutorial is also the first level of the game. This tutorial makes of use pop-up text boxes explaining controls, a narrator explaining the context and other mechanics. As well as in-game demonstrations of mechanics.
  • XCOM: Enemy unknown-Similar to the above the tutorial is the first level of the game, a narrator is present and directs the player to perform actions. Doing so teaches the player fundamental mechanics of the like shooting and moving.
  • Super Mario Bros.-There is no definite tutorial level, again the approach is that the tutorial is the first level of the game. In Level 1-1, the player is allowed space and time to get used to the controls and understand how to interact with the game. Every moment for each mechanic is given enough time to practice it and let the player understand what they can do with it. For example the game begins with the player character on the far left side, in front is dead space letting the player understand that they must go forward towards the right.

However, there is the danger that this may spiral out of scope. I could use a series of games and focus on how their tutorials change over each game in that series and compare those changes.

Mortal Kombat X(2015), Mortal Kombat 11(2019) and Injustice 2(2017)-While the core mechanics of these game are similar and do not change greatly, their approach to tutorials differ greatly. In Injustice 2, the structure of the tutorials are seperate sections of the game that sepcifcally teach and test specific mechanics and controls. These taught in a linear order. In Mortal Kombat 11, the tutorial is flexible and allows the player to choose between different mechanics to learn.

The next step for this project is to decide what games to examine for the case study. Doing so would also change what teaching approaches I can use, this meaning that if I would look at a variety of games then I would examine a varierty of teaching approaches. If I focus on a game series, then I would examine a small amount of teaching approaches that seem appropriate for the series.