POSSIBLE TEST 1 - "THE MERCY TEST"
OVERVIEW:
Player and NPC (Villain) are seperated by an unbreakable glass wall at all times. As the player pursues the Villain the Villain releases AI enemies to harrass and defeat the player. Upon reaching the final room, however, the level diverges. The villain finds himself in a dead-end, and buttons in front of the player determine his fate. His reactions are as follows (numbers represent test configures):
1. Repentant - The Villain begs for the player's mercy and surrenders.
2. Arrogant - The Villain taunts the player.
The player then has the choice between the two buttons- Kill or Save.
Kill button - The Villain is killed by the room. A set time after the villain dies, the game ends automatically.
Save button - The Villain thanks the player for his kindness, and the game ends.
TESTING CONSIDERATIONS:
AIMS:
Players will either kill or spare our villain based on the characterisation we give them. This is a quick method of demonstrating whether or not players found our character believable, and will be backed up by the survey data they provide us.
PROS:
Players make a decision based on a judgement of an NPC they've had some manner of interaction with.
A life-and-death decision like this offers the player plenty of room for consideration.
CONS:
Would certain players be morally stronger? Thus, would they be less likely to even consider killing the villain?
Possibility of players for example sparing the Villain in the 2nd scenario, then killing him in the first simply to see the scene.
OTHER:
Playing the level more than once, the player knows what to expect- but they are then surprised by a different outcome. This test uses player choices as a barometer for testing the believability of our NPC and how engaging he is. This test also gathers certain ‘player choice’ data which can be an interesting field to consider in addition to how well our NPC worked.
MODIFICATIONS:
This test could be easily modified due to its simplistic nature. For example, a third option for the level could be to have the ‘Villain’ instead be a heroic character, who causes enemy-related problems for the player purely by accident. Would players make a snap decision regarding the value of the character’s life if they knew their troubles were simply accidental?
POSSIBLE TESTS:
POSSIBLE TEST 1 - "THE MERCY TEST" [PDF]
POSSIBLE TEST 2 - "THE FRIENDSHIP TEST" [PDF]
POSSIBLE TEST 3 -" THE SINISTER TWIN TEST" [PDF]
POSSIBLE TEST 4 -" THE MIRANDA PRINCIPLE" [PDF]
POSSIBLE TEST 5 -" THE FEMME FATALE TEST" [PDF]
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All posts and work uploaded to this blog will be monitored by assessors and all content will count towards the teams final mark.
What is our aim?
By researching into this, we hope to evolve storytelling in games by defining the characteristics players find most compelling in NPCs, ultimately leaving with more engaging characters.
What are our roles?
Kyle Cherry - Research & Documentation.
Lee Sparkes - Human Resources.
Lewis Morgan - Level Design Lead.
Adam Parker - Art Design Lead.
Stephen Austin - Testing Lead.
Despite having specific lead roles, all members in the group will contribute to all areas of the project.
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Contact
- Kyle Cherry - kc1gcc@bolton.ac.uk
- Lee Sparkes - las1gcc@bolton.ac.uk
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