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DEVELOPING PLAYEREXPERIENCE:

My experience is aimed at a wide demographic of people, providing a distraction for those who might suffer from mental health such as Anxiety. I intend to do this by creating an immersive interactive experience that will engage players, by using Virtual Reality. I intend for players to feel in control of their environment which requires players full focus. This combined will assist in creating an experience which provides players with a method of escapism. Virtual Reality also encourages physical activity which has a huge impact on ones mental health.

My reasoning for using this platform, Virtual Reality Research and link to mental and physical health can be found in: Research > Virtual Reality.

As a part as a part of my design research, I used User Design methods to refine my overall intended player experience.

Also during this section I focus on refining my gameplay loop, developing player experience and using my feedback to make the experience as effective as it can be.

My User Design/Target Audience research can be found in: Research > User Research

Prototyping can be found in: Developing > Prototyping

GAMEPLAY LOOP:

Activity and Risk:

Discover your surroundings, get used to your location. Interact with the different features of the environment. Chance to explore spaceship, interact in space and perform repair tasks in the form of small tasks - Risk causing damage to spaceship if the journey is not handled correctly.

 

Reward:

Learn controls and be able to transport passengers safely. Avoid incoming asteroids as speed increases and journey becomes progressively harder.

Speed test, a chance for players to beat their previous journey time and awarded with a place on the leaderboard. Challenge friends.

 

Opportunity:

Experience different elements of a spaceship/being in space. Experience the perspective of a pilot astronaut.

Player gets a new experience each time they play. Gameplay experience changes - handling the situation differently each time.

Opportunity to beat your previous time, react quicker and compete against friends.

Opportunity to experience some realistic aspects of space, from an astronauts perspective.

Take damage and repair.

EXPANDING MY GAMEPLAY LOOP:

I will be using my Space Research to develop my gameplay loop. 

Activity and Risk:

Players can explore their surroundings by looking around the flight deck at first and discovering the functions of the control panel. According to my research the flight deck is where Pilots control the spacecraft and its systems. The Risk are the asteroids which can destroy the players spacecraft. Players will use their control panel to then destroy these asteroids and prevent damage. If their spacecraft was to take any damage, players will have to perform repairs.

 

Reward:

Experience different speeds of asteroids which becomes more challenging. Control panel will consist of functions similar to those in real spacecrafts. (Use Game theme research) The longer the player avoids maximum damage and successfully controls their ship, the longer their journey length. Journey times can be awarded on the Leaderboard. Essentially, players will play to last the longest.

 

Opportunity:

Experience different elements of a spaceship/being in space. Will incorporate real spacecraft functions and astronaut protocols. Players will experience how they work from their perspective. Experience different gameplay each time. Asteroids appear in different positions each time. Players can beat their previous time and therefore replay the experience.

DEVELOPING INTERACTIONS - SPACE RESEARCH

During the experience I want my players interactions to be relevant to their environment. I will use my Space research to develop interactions that represent the role of a realistic Pilot Astronaut. I have created a mind-map by combining my knowledge and my expanded gameplay loop.

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REFLECTION

These interactions will represent the role of an Astronaut and providing players with a realistic perspective of this. They become the main character. Players will also have the opportunity to experience the different protocols astronauts must follow.

I incorporated the idea of Zero-gravity to ensure players take advantage of their space and explore as much of the virtual-environment as possible. This means players will have to navigate through their spacecraft to another room. Players will be able to interact with objects in this room, teaching them how objects appear there. This is also an activity that requires focus due to the constant movement and lack of control. Linking to my essential experience this requires player focus, engaging them into the experience.

In order to enter this room players must go through the specific protocol to do so: Open airlock door and close behind them, open the second door and close behind them. This is by simply moving a lever upwards and downwards simultaneously. This is an example of a simple procedure that must be followed and ensures safety onboard. If astronauts do not do this it allows air to escape. During the experience players will not be able to progress until these protocols are followed/obeyed. (Research>Game Theme) 

Players could potentially experience the effects of this? Either their game ends or they take more damage to their spacecraft - WHY? Because this ensures players will make sure they are fully aware of their surroundings, and to consider small details like this.

The experience can be replayed in order to beat previous journey time. Asteroids will be placed at random each gameplay, as well as being randomly scattered across the Player's view. This means every time the player plays the game, the way they address the situation will be different.

HOW DID I GET HERE?

Using my game theme research I can establish the interactions that could take place at the different points of my game.

The main activity involves the player multitasking between the different functions of the control panel. The panel will consist of controls in which the player will have to interact with similar to astronauts in real-life. (Game Theme Research outlines the types of controls and their functions).

Will consist of a button to fire projectiles to destroy asteroids and prevent them from causing damage.

REPLAY-ABILITY

Players will experience a different type of gameplay each time. The further they progress, the faster the asteroids appear, causing them to become overwhelmed and perform under pressure. Overtime this should improve and players should be able to adapt to the pressure.

The experience ends when players spacecraft takes maximum damage - meaning the player was not able to destroy all asteroids at the right time. This restarts the game.

EXPERIENCE MAPPING

Experience Mapping is a useful way to map out how exactly player's should feel during the different phases of the game. This includes their thoughts, emotions and overall experience in terms of usability and enjoyability.

 

This way, I will be able to develop my concept, with these intentions in mind.

Here's a simplified experience map establishing the main player interactions during my game after developing.

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PHASES

I have split my experience into 5 phases to establish the player interactions in each one.

1. Put on Headset

2. Begin in control room - walk around, become aware of surroundings.

3. Interact with objects such as control panel and learn their functions as you go on (Trial and error to understand their functions)- press buttons, slide dials.

4. Enter zero-gravity room - interact with floating objects.

5. Return to begin main objective - interact with control panel to avoid asteroid damage and do repair tasks.

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Player Experience

 

I briefly mapped the way I would like my player to feel during the experience and how I'll achieve this. For example, I'd like my player to feel as though they have taken on the role as a Pilot-Astronaut, meaning they'd experience an authentic representation of this position.

(Research>Virtual Reality Research)

To achieve an immersive experience, sound and imagery are important. Because of this, I can evolve my player experience by incorporating Sound effects from an existing space station environment. For example, sound effects to suggest the interaction with controls and using Motion to feel the effects of a zero-gravity environment.

Game Mock-up Video:

This quick lego-animation outlines the main game objective:

HOW DO I VISUALISE MY GAME?

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PEER TO PEER REVIEW

 

I created a Lego animation video to mock-up my game idea and a quick drawing of how I visualise my game. I presented my game idea to classmates via Zoom call and also created a blog post to summarise my Idea which can be found here:

Workshops>Idea Summary

From this, I gathered feedback and suggestions which I will use towards the next stages of my development.

FEEDBACK:

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EVALUATION OF FEEDBACK:

  • Interact with passengers.

  • Interactions with other parts of the environment.

  • Start off slower so player can work out the gist of how to play.

  • Gradually bombard them with obstacles.

  • New ways to interact with ship.

  • Change Trial and Error aspect.

  • Set up the story beforehand, so players are given somewhere to begin.

DEVELOPMENT

Part of my development will involve using feedback and suggestions to take my ideation further.

From this I will be developing each stage of my experience.

 

The player begins in the flight-deck of the ship. From here they become aware of their surroundings and become comfortable in their environment. It was suggested that the 'narrative' was set up in a way to make the objective clearer to players so not everything is a mystery.

HOW WILL THE OBJECTIVE BECOME CLEAR TO PLAYERS?

It was suggested to have players interact with their passengers/crew in some form, which would be interesting to experience in Virtual Reality.

As well as this It was suggested to implement some kind of narrative into the experience.

My gameplay loop established that the players objective is to transport their passengers to another planet.

In this case, the passengers will be your crew and you are required to transport them safely. This applies pressure to players as they feel as though they are responsible, encouraging them to perform well and inspires their determination to succeed. (Knowing they are being depended on)

The purpose for the journey will not be known to the player, but what the player knows is they MUST transport their crew from A to B.

 

BUT HOW WILL I MAKE THIS CLEAR TO PLAYERS DURING THE EXPERIENCE? - INTERACTIONS

I learned from my research that the area where passengers (other than the commander and pilot) are stationed during the journey is called the 'Mid-Deck' - this is in fact a zero-gravity environment.

My initial idea was to have a microgravity room specifically for Players to interact with floating objects, before the main gameplay begins. This offers them a chance to experience the effects of zero-gravity and how objects appear/move.

 

Feasibility - I can achieve the effect of zero-gravity and provide players with the feeling of weightlessness by using motion.

(Can be found in: Research>Game Theme, Microgravity)

Using my feedback I was able to develop this idea and design a way for players to interact with their crew as well as floating objects during the same stage of the experience.

In Microgravity Environment:

Players will have a discussion with their crew where they will become aware of their objectives. The crew will explain their excitement for the journey and how they are depending on you. This establishes the players purpose and also teaches them how objects appear in zero-g, as well as how to hold a conversation while floating! This means players will have to focus on their discussion, while attempting to keep in one place. Players also learn where their Crew are stationed and must take them into consideration during most of the journey. This makes multitasking more difficult and therefore requires concentration - players will have to be fully engaged for this.

Using the Workshop on "Dialogue Systems" (Workshops>Dialogue Systems) I created a dialogue system which makes the player's objective clear to them through discussion.

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HOW DO I VISUALISE THIS?

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An important aspect of the game is to feel depended on as if you have been given a big responsibility and be determined to perform well. (As I have established in my Empathy Map & Essential Experience)

But How will Players be reminded of this?

In order to remind players of this throughout I have explored the idea of using signals to reassure the crew during the main gameplay. This provides crew with assurance whenever they might need it. This is something else for players to focus on, making multi-tasking more difficult.

  • Buttons to signal (red, yellow, green)

  • Warn crew when pilot has to leave the ship to do repairs.

  • Warn crew when spacecraft has taken damage.

  • Crew can ask for assurance (through camera or radio in flight deck) - During gameplay, Players will be interrupted by the Crew asking questions for reassurance or out of curiosity. This is a method of distraction and applies more pressure to players in-game.

  • Player must provide them with warnings throughout.

This discussion makes it clear to the player that the crew are depending on them, making them responsible for the outcome.

Their lives are in the hands of the player, and the player must do the best they can to ensure their safety.

How will Players hold a conversation in a microgravity environment?

On screen UI options will be provided. Players must choose one of two/three responses on screen to progress with the discussion.

Players view of the room will be constantly moving to represent the feeling of 'Weightlessness'. Research>GameTheme

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WHEN DO PLAYERS USE THESE?

 

A Radio in the spacecrafts flight-deck will be a way for the Crew to communicate with the Player.

Throughout the journey experience, the Crew will regularly ask how it's going and if the Pilot is on track. The Player will then have to respond using these buttons as reassurance.

Using this Development work, I designed a basic control panel concept with the relevant functions:

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MECHANICS:

So far the Player is able to press buttons to fire projectiles in the right position and use their controls above them to provide reassurance to crew.

Next I will be expanding this control panel and incorporating functions that are vital to a spacecrafts flightdeck. I will do this by using my Research into the different controls, what they do and what their purpose is.

(Research>Game Theme)

I would like the experience to be a realistic representation of a spacecraft/station, however I am leaning more towards a futuristic art style to excite and engage players, as well as balancing the fast/intense gameplay.

FEEDBACK:

I gathered more feedback after a video call Via Zoom, providing them with an idea summary, gameplay loops, storyboards and access to my website.

  • Interested to see what the style will be.

  • Would like to have a clearer understanding of exactly how the Control Panel will work.

  • Having the player work out the purpose of each button first (through trial an error) might become overwhelming. Maybe provide them with a trailer before hand to give guidance. Or start of smooth and ease them in.

Drawback/Evaluation of Feedback:

Having players experience my initial 'trial and error' idea will make gameplay more overwhelming, because of this players may struggle with understanding how it works and therefore will not want to carry on playing.

I developed an idea that eases them into the gameplay and provides support at the beginning, to start them off.

Development

Using this feedback I developed the idea of having players start by interacting with their controls, and audio guidance will be provided, explaining their individual functions.

This means players will be aware of their functions before-hand. In order to present this clearly I listed the necessary controls and potential audio commentary in the next column.

As I did this I developed the exact functions of each control in relation to my Cock-pit controls research. 

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DESIGN CONCLUSIONS

I expanded the control panel by using my research which can be found in:

(Research>Game Theme)

But how do they work?

What do they do?

How do players use them?

DESIGN CONCLUSIONS - (Research>Game Theme)

DESIGN - (Development>Design)

Fire Projectiles - The player has been given 9 buttons. Each button shoots projectiles at asteroids to destroy them. Why? Asteroids will be scattered in Space and along the Players outside view, this means only one button will not realistically destroy the asteroids coming from other directions. 9 buttons allow players to shoot projectiles from 9 positions.

Map - The Navigation Map is a way for Pilots to keep track of their journey and progress. The map will serve no purpose however can take damage and must be repaired.

Radar Display - The Radar Display is to warn players of nearby asteroids that may cause damage. The positioning of red dots on the display will indicate from which direction the asteroids are coming from. This will flash red and alert players. These are used to alert astronauts of anything nearby.

Yoke - The Yoke is a steering device used in aircrafts to change its orientation. Usually Yokes are used to perform 3 movements - Yaw, Roll and Pitch. (Research>Game Theme)

In this case a Yoke will be used by players to change the orientation on 2 axis. (X and Y)

I have implemented a new Mechanic into the gameplay - Players can perform a Roll or Pitch movement to Dodge asteroids. This is an alternative to firing projectiles but can be used simultaneously.

Players will grab the device with one or two hands and move forwards, backwards, left or right in order to perform a Dodge.

Signals - These are the buttons used to signal to Crew and keep them up to date on the journeys success (or not!). These will be used by players to respond to the Crew when a question is asked.

System Controls - The role of a pilot astronaut is to make sure all systems are kept up to date as well as ensuring safety during the journey. (Such as temperature and Co2 levels) I have implemented this into the control panel - Players have to keep all dials in between minimum and maximum level throughout the journey. If they are ignored for a long period of time, this can alert players and the game will restart. These dials represent Co2 levels, temperature and water levels.

GAMEPLAYThese controls will be used simultaneously and require fast-pace multitasking. For example players will have to dodge asteroids while also taking into consideration the System Dials and making sure they do not increase of decrease. This becomes more difficult as time increases because the speed of asteroids also increase. This applies pressure to the player, but over-time they should begin to adapt to the pressure and find themselves in control.

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SURVEY RESULTS

Can be found in: Research>Surveys

I created a survey summarising my game concept and gathering research from friends/family.

I used the responses to gather ideas and expand my experience map during the main gameplay phases.

Using this feedback/public interest, I developed further how players could perform repair tasks in a way that people found entertaining/enjoyable.

  • Implement idea of zero-gravity - using my Spacewalker research (Research>Game Theme Research), I have developed a way for players to perform repair tasks by exiting their spacecraft and enduring similar rituals to real astronauts.

  • This will be by exiting the ship through two airlock doors, connecting their provided tether to themselves and the spacecraft, and experiencing the feeling of zero-gravity/floating in space.

  • Players will have to put on their space-helmet prior to exiting the ship to ensure their safety.

  • Audio effects - breathing will be used to represent the sound within the helmet and audio to recreate the sound of the spacecraft. (This can be found in: Research>Game Theme, Sound)

  • This allows for players to exit their ship as well as experience the feeling of zero-gravity. The way I will achieve the feeling of zero-gravity can be found in: Research>Game Theme, Zero Gravity)

  • While floating in space, players will have to perform repair tasks in the form of simple puzzles, for example connecting wires or moving puzzle pieces. I will present the difficulty of moving around in zero-gravity by keeping the repair tasks simple but fun.

This way, players take advantage of their virtual play-area and can explore more of their virtual environment. The repair tasks will be simple yet will require some interaction - making them too complex overcomplicates gameplay and I do not want to make it too difficult.

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HOW WILL THIS WORK?

Players will enter the microgravity environment where their view of space is constantly moving to represent weightlessness. Research>Game Theme, Zero Gravity) Puzzle tasks will appear on the side of the spacecraft - represents astronauts having to repair their spacecraft. Player's will rotate in order to be positioned correctly to complete the task.

Players will have to focus on their positioning in the environment while also executing repairs.

INSPIRATION

MISSION: ISS - I reviewed this Virtual Reality game based in a Space Station and also requires players to perform a spacewalk to explore space.

While in the microgravity environment, I was very overwhelmed due to the constant movement, I felt as if I was floating and out of control! Because of this I would love to implement this idea in the game, but too not over-complicate player interaction and make them feel overwhelmed. Furthermore, repair tasks should be kept short and simple. The point of this interaction is mainly to feel the effects of Outer Space and to understand the vital procedures astronauts must follow, requiring their full attention.

Screen Recording of  in game microgravity environment:

Development

After I had established the necessary controls and their functions, I developed the idea of having audio guidance to explain the individual functions of the flight-deck. This means players will be aware of their functions before-hand. I found that players might become unmotivated if they have no guidance before gameplay so this was a perfect way to overcome this.

This table shows the provided commentary for each control function.

*9 Positions

This commentary will play through once Players have interacted with the controls in some form.

I have now established the phases of my game and the interactions in each one.

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PROTOTYPING:

I prototyped the control panel and the interaction with them, demonstrating how the HUD (description of functions) would appear.

This can be found here: Development>Prototyping

DEVELOPMENT OF EXPERIENCE:

This timeline visualises at which stage aspects of my idea would take place. I highlighted in Purple the effects on the players experience, as well as how this would happen in Yellow/Grey.

 

As my concept is a VR experience, there are endless gameplay possibilities. I do not intend for the gameplay to be linear, however having it written down in a timeline/sequence allows me to develop the elements separately. Each stage becomes more clearer this way.

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EXPERIENCE MAPPING MY DEVELOPMENT

This experience map outlines the main interactions during each phase and the opportunities available to the player. I used my Space research to implement certain protocols into players actions, so the way they perform would be similar to a real Astronaut.

In each stage I established how players should feel, which helps design in consideration to how players are meant to be feeling.

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Game Mock-up Video:

Another Game Mock-up video with developed phases -

GAMEPLAY BREAKDOWN CAN BE FOUND IN: Ideation>Gameplay

PLAYER INTERACTIONS & MECHANICS

Phase 1 - Enter main room - guidance, how to use control panel.

Players: Press, Slide, Turn, Steer.

Phase 2 - Enter Mid-Deck - Discussion with crew. Zero-gravity.

Players: Open latch-door, Toggle to rotate camera, Grab & observe objects, select UI response options on screen to reply.

Phase 3 - Re-enters main room - Asteroid warning sign.

Players: Position themselves ready, begin keeping system in check, use control panel, triggers to clench yoke, buttons to change orientation, index finger to slide dials and press buttons to fire projectiles as well as to send signals to crew.

Phase 4 - Damage Warnings - Repair Damage - Spacewalk.

Players: Apply Shield, Warn Crew, Put on helmet, exit through airlock door, attach tether to spacesuit, open second airlock door.

Phase 5 - Repair tasks - puzzles/basic tasks in 1/2 minutes - 1 puzzle per damage.

Players: Grab floating puzzle pieces, Code tap-ins, slide, connect wires.

Phase 6 - Use toggle to travel closer to airlock door - Re-enter main control room.

Players: Toggle to move towards door, airlock door opens. Back to control panel.

Phase 7 - Leaderboard

Game finishes when total damage is taken, leaderboard placement records journey time, how long did Players last under pressure.

ISSUES THAT AROSE:

How do Players leave the ship to complete repairs, while asteroids are incoming?

 

I shared my game idea and mock-up video with my family and my brother asked this question. I had to overcome this so began mind-mapping how to resolve this issue.

 

I came up with a few suggestions of how players can protect their ship during repairs. However in terms of feasibility, I chose to develop the idea of having a Button to provide a shield over the spacecraft while players perform a spacewalk. This provides the ship with a minute of protection which pressures the Player to complete the repair puzzles in under a minute. Tasks should be kept basic so gameplay is not too difficult.

Also, When Player's perform a spacewalk they must warn the crew they are exiting the ship. This separates the purpose of the 'Reassurance Buttons' - these are used within the gameplay. Also requires Players to interact with more of the environment before progressing. - Represents certain space station protocols.

This button will be used when undertaking repairs.

 

What happens if Player's don't do this?

If Shield is not applied, damage will cause spacecraft to blow up.

If Player's do not assure crew, they will have a bad experience.

 

An issue that I discovered  - Player's can easily avoid these reassurance buttons because they have no impact on their overall journey length/end score. 

But a way to overcome this is to record the experience of the Crew as well as your journey length on the Leaderboard. This can be a rating in the form of stars or bars. 

This also links to my Essential Experience - being depended on. This forces the player to perform well and concentrate on providing crew with a good experience as well as avoiding their ship being destroyed.

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FEASIBILITY

Alternating between roles -

This idea would've taken a lot more design and development work to design according to the different roles/perspectives of each astronaut. Although It would've been a good idea I have chosen to choose the most feasible idea at this stage.

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HOW DO I RECORD THIS?

  • Record how many times Player responded to their Crew - consistency is required for high rating. Due to the intense gameplay, it's easy for players to struggle to do this at times, resulting in a lower rating.

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