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View Profile SirRealism
Igor! IGOR! Unleash my minions! Spread the plague! Take over the world! GO! Aahahahahaha < maniacle laughter>

Age 30, Male

Summoning Minions

My Evil Lair

Joined on 1/6/09

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Comments

OK...

Jep...

Sounds interesting.

Might keep eye out for it.

Please do, please do...

Sounds like this is gonna be a pretty epic game, cos if it isn't thats a lot of pointless fuss. Will it involve hentai?

Inappropriate, Inappropriate, Yeaaahhh!
Shit Fuck!
"How's your ass?"
"Better than Ann Frank"
Inappropriate, Inappropriate, Yeaaahhh!
Shit Fuck!

http://www.youtube.com/watch?v=vh rR8e0sFnk&feature=channel_page

that's an awesome experiment

Why thank you! ^^

These things have already been figured out and it's called game design.

This experiment is like taking a good stew and making a bunch of other stews with only one ingredient and tasting each one as if it makes a difference. The important thing is that the final stew tastes great; you can't just make a stew with only potatoes and expect yourself to learn anything about the complete stew and why it tastes good.

In a good game, everything makes a difference. There's no shame or mystique in realizing that sparkles and effects make an experience more satisfying. When it comes down to it, the medium we're used to using in most games is a visual medium, so it only makes sense that satisfying (NOT "GOOD") visuals will contribute to a satisfying experience.

A game experience is all based on what a player values. In some cases, a game experience is nothing more than a distraction, arguably nothing can be obtained from it. No monetary gain, no intellectual gain, it's just a mindless foray. So if a player likes looking at pretty graphics and their efforts yield pretty graphics, it will be satisfying to put in the effort.

There are tons of ways to reward a player, some better than others in my opinion, but when it comes down to it, the reward is what drives the player. A reward of knowing you solved a difficult puzzle, the reward of having sparkles and sunshine appear when you beat a stage, down to the simple reward of that satisfying explosion when you destroy an enemy. Everything is important to the play experience, you can't just single out one or the other. I agree there are different ways to go about doing things, ways to simplify graphics or whatever, but it will dramatically change the play experience from version to version. So essentially, from what I can see, your experiment is simply comparing different versions of a single game with no application to any other game design. You will learn nothing from this except which version of this particular game people will like best. And even then, what have you accomplished, this game sucks no matter what version you play.

On another note, you're testing whether or not a tutorial will improve the game experience and I say, well, that's like saying which is better, apples or oranges, when there's an entire world filled with other fruits, and even more other foods. Arguably one of the most important elements of game design is teaching the player. Not necessarily "how to play," but just teaching in general. A textual tutorial or a visual tutorial is just two of an infinite number of possibilities to teach the player how to play specifically, each with their own unique properties, applications, and feelings of satisfaction. You play a game like Mega Man X that was perfectly designed to teach you how to play via a series of carefully planned out enemies and pitfalls with absolutely NO 4th wall breaking on-screen tutorial, and you start to understand what it means to really design a game for a player. Sure, it's easy to explain something to someone, but to feel like you've learned something through your own efforts and figured out things because you are who you are, that's a way more satisfying experience in my opinion.

In conclusion I think this experiment is a nice effort but it is not accomplishing what you hope to accomplish. I think you could learn more about what you're experimenting with by studying GOOD games and why they are "good."

(Great) Egoraptor,

After reading your comment for first time I could only gasp. But after reading it second time reality hit me like brick. I can't do anything else but to agree with you. few days ago I was SO convinced that my experiment/research was going to be awesome and useful and great! But you instantly changed my mind into believing it was useless, it had been fun, but it was useless none less.
Still, this research has left me with couple of things of value. I have gotten, for one, your explanation on physical exercise design.
I also learned that (this might not seem really awesome, but I just hadn't realized it completely before) that age, gender, background and IQ of people who play my games influences how much they enjoy them. Especially age seems to be important (duhu...). This means that I should adjust, not only my games, but also the presentation of my games to most appeal to the people who play my games.
I have also learned about doing research (mostly how NOT to). And I have learned that games are lot more like art then I thought before.
games have everything to do with computers, especially the development of games. Therefore I have started to see it as something scientific, something explainable and researchable. Of course you can still go and explain things or do research, but you will find that it will improve your games a lot less then you'd hoped. There is much more to game making then only understanding the theory. Making (good) games requires feeling. feeling for what people like, what they enjoying wasting their time on. Just like cooking or making music. No matter how great your recipe is you can still totally screw it up because you lack that 'feeling'. And no matter how hard you practice on your musical instrument, you'll never be better then me...

Muhahahahahaha!

So, giant amount of thanks to you Sir Egoraptor, you have shown me light (not one of those energy saving light bulb kinds of light, but lot of warmer kind of light).
One last request: Can I use your explanation in my newest blog post?

Yours truly,

~Sir Realism

"Sir Realism"... Ah, gotta love that name of yours... A genius find in the english language, that.

Eh, I would suggest having a basic game that actually has more to it.

I am not very intrigued by this "Follow instructions and You win in 5 seconds!" game.

If you started with something that could be expanded immensely throughout your studies you would learn much more and have a more play-worthy finished product.

Egoraptor is a bitch

I know.