Thesis Project Week 2-4: Focusing Direction

Thesis Project Week 2-4: Focusing Direction

My starting point for my research question from my initial proposal was "How do instructional tutorials affect cognitive load on players compared to tutorials delivered through discovery and environmental cues only in 3D platformers?" While I like the core concept of it, the feedback I received so far is correct that this could use some more focus and be more specific.

Tutorials is a very broad area even if focused down to a specific game genre. And the idea of cognitive load could use some refinement too so that I have some more solidly defined markers to be testing on

Another concern at this point is how do I test this? The more I think about the initial plan of building a single game level which features environmental design to teach mechanics and then a second game version with additional instructional tutorials overlaid the more I see the flaws:

  • What if some people favour one type over another and all the people who favor one type end up testing the wrong version?
  • The people testing the instructional version will also gain the benefit of the build in environmental tutorials meaning it is not a fair 1 to 1 test.

My initial plan to address the second point was to then create 2 full levels (increasing scope dramatically) and creating one solely with environmental and one solely with instructional tutorials. This leaves me wondering if I'm just creating one well designed and one badly designed level to compare against each other.

To address the first point I could have all players test both levels but they would then be at an advantage n the second test having still learned the core game mechanics in the first test.

This is leading me to where I am now where I am focusing down from the general "tutorials" to teaching specific game mechanics.

So the plan is:

  • Build 2 level sections each involving unlocking a specific ability which introduces a new mechanic. These mechanics do not build on one another and will be similar in complexity and difficulty to use.
  • Players will be taught and tested simultaniously on their grasp of the new ability using a puzzle whose solution requires the new mechanic.
  • One mechanic will be taught by designing the environment in such a way that it guides the player through the puzzle.
  • The other will not give environmental guidance but will present users with overt tips and guidance through HUD popups
  • All testers will play both levels and their performance and engagement with each will be compared.

In this way I can test a much smaller section of a level and use each method of teaching independently. This levels the playing field for both methods and removes any bias towrads one being stronger than the other. It also allows all players to test both methods to better address the subjective nature of the study so we can see if there is a lot of personal preference in play or if one method comes out notably stronger in all cases.

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