Neon White Blind Playthrough Study Data #1
This will be a series of collecting info on players and using said info to understand player behavior better and how to build a good tutorial.
Due to my lack of professional behavior I have a hard time stomaching idiotic gameplay unless said person is funny and or charming. That being said; said results can be helpful from the first level.
Player 1 (male)
https://www.youtube.com/watch?v=cMwqfWuEsq8&t=543s
Player 1 performed the worst of them all; effectively sucking at the game, player 1 lacking intelligence; very hostile to audience members and not understanding basic logic as of how the water works until it was too late.
Player 2 (female)
https://www.youtube.com/watch?v=qj8l0UfKKH8&t=1362s
Player 2 dealing with her audience but still trying to do the gameplay, having trouble for the given level at hand and avoiding parts where she instead jumped over said parts.
Player 3 (male)
https://www.youtube.com/watch?v=B6vsWQeAgUY
LV1
From the players I have studied only 1 out of the 3 on the first level were able to figure out to stay in the water for longer to build up speed with player 3 being the only one to try to think outside of the box.
Player 3 attempted on the 3rd attempt going through the archways and where the game devs wanted players to travel.
LV2
Player 3 was able to logically figure out how he still needed to make it from the exit from there. (time stamp 9:00)
Player 3 changing over controls; this could show that some controls are less intuitive for players when playing these kind of games. The aim assist being not very invasive and if anything, a throw away mechanic unless you're a pro.
The player needing to rely on the golden hand to tell them where the time save section is.
Conclusion so far
I may need more play data but this is helpful; hint systems can be hand hold-y and not teach the player a damn thing. The idea needs to be reinforced in the player's head as of what they can and can't do. Otherwise they won't be able to figure it out.
A lack of reinforcement doesn't teach the player.
Furthermore; just because you design a game around encouraging the player to think outside of the box doesn't mean they always will; if anything it's often the case from what I'm seeing that players aren't taking the approach that is needed to think outside of the box.
The average player for games don't care to explore game mechanics and try to be clever, it's a handful of players that seem to have this mentality.
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