Critical Analysis

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Throughout the creation of my project, I have been focussed on creating a striking aesthetic for Torchlight. Aesthetics are the first thing a player sees when interacting with a game, they help to inform their choice to play, and how fun they find it. To make sure I create an engaging and visually appealing game, I need to view the game from both a designer and player perspective. Small changes in any layer of design, whether it be in the games mechanics or sound design, can affect other layers, creating a completely new (and sometimes unintentional) experience for players. For example, if embers weren’t essential to completing the level, players may find them useless and forgo engaging with them, reducing the level of challenge in the whole game and affecting the players engagement. Considering the MDA framework when developing my game will be instrumental in ensuring what my players experience is my intention. I want players to experience aesthetics of sensation, challenge and submission. Supporting my intentions with the design of my mechanics and dynamics (by providing clear feedback when a correct action is performed and supporting creative solutions) will be imperative in creating these aesthetics.

A way to ensure I see things from both perspectives is to complete thorough user testing through each stage of my game. This means I can test very specific elements, and identify the problems affecting the aesthetic experience within each level. Recording my tests and making notes of feedback in the moment, and post-test, will help me analyse not just the players movement, but their though process. Combining the two will help me see where certain information provided by the game may be miscommunicated, and need adjusting. Accessibility and ease of play are also extremely important to creating my desired aesthetics, and these can also be tested through user testing. Player comfort is essential to creating an aesthetic of sensation, so if players find gameplay fiddly and uncomfortable, then this aesthetic won’t be communicated.

Another way to ensure my game provides the intended aesthetic experience for players is to apply different lenses to my design process. At each stage of development, looking at my game through different lenses can help me see what I might have previously missed or forgotten to consider. Applying the lens of problem solving will remind me to keep my puzzles interesting and new for the player, but with recognisable tools and solutions, providing what they need for the varying challenges. Applying the lens of resonance will help me to consider the elements of Torchlight that will excite players, and how to incorporate those elements throughout gameplay. These lenses will serve as a useful tool when I continue my development process.

Summary:

To create my intended aesthetic experience (sensation, challenge and submission), I will:

  • Consider all elements of design from the players perspective.
  • Complete thorough user testing to hear players opinions.
  • Apply lenses to my game to consider ideas that may have been missed.

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