Tuesday, November 11, 2008

Blog 5 - Exploring Playability - Applying Conceptual Frameworks Concerning Playability To Instances Of Gameplay

Applying Conceptual Frameworks Concerning Playability To Instances Of Gameplay
The 5 types of fun when playing a game are:
1 Flow
2 Easy Fun
3 Hard Fun
4 Serious Fun
5 People Fun

Game Title: Blueprint - http://www.teagames.com/games/blueprint/play.php?start=1
The kind of fun Blueprint has would be hard fun because it it a puzzle game where you have to direct the ball to the goal using objects like springs, treadmills, blocks, ramps etc. As I observed Steven playing the game I noted that it is fun but it can get a little frustrating when it takes ages to complete the level you are currently on. It has levels of progression as you go through the levels, such as adding new objects and different time durations to complete it. I also observed that it is good fun to play this game because of the physics involved, it takes a bit of thinking to solve the puzzles, so perhaps the game contains a bit of serious fun as well. There is a sense of achievement as I noticed from the person playing the game when you complete each level and go on to the next one. It can get a bit tedious and boring if you are finding the game too easy or if you are stuck and can't do a certain level.

This excercise was useful because it helped improve certain skills such as observation, game playing skills, problem solving skills and summarising skills. It also let you interact with other people within a group, share ideas and take tasks in turns.

If I was going to do this kind of research again, I would improve the methodology by observing people playing console or PC games rather than flash games on the Internet, because you will have the chance to observe and analyse with more depth and detail when it comes to the types of fun, because these games are more challenging and detailed than flash games. It would also be better if people were playing multiplayer games against each other. This way there might be more interaction and reactions to the game that the observers can pick up on, such as if people are getting frustrated with other players or if they are feeling a sense of happiness.

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