Sunday, 4 May 2014

Creating the Heuristics

In order to create the heuristics I've adopted my modified MDA framework and tied it in with all of the research I've been doing. Here's some more post-it notes!
Using post-it notes!
I arranged the post-it notes in a way in which I could look at them along with the modified MDA framework to come up with the heuristics. I used play test heuristics to give my heuristics table a structure.

Here's the results:

Table 1: Empathy Games - Heuristics

Heuristics and Description
Gameplay

1.
The purpose of the game draws inspiration from a personal or life experience.
2.
The game conveys emotions gathered from the experience.
3.
The game successfully communicates the intended message explicitly and directly to the player.
4.
There is use of metaphors to reinforce the meaning or intended emotions.
5.
The game has meaningful gameplay and purpose.
6.
The gameplay keeps the player motivated to play (Please see Csikszentmihalyi’s theory of ‘Flow’ which is used to help immerse the player).
Game Story

1.
They story takes the player on a journey which results in some form of transformation.
2.
The story employs a structure (e.g. 3 act structure) to keep the player engaged in the storyline and/or progression.
3.
The structure of the story flows like a wave helping to keep the player interested by introducing new elements, furthering the progression of the plot.
4.
The game/story gives some form of closure or revolution (Climax) at the end.
5.
The narrative adds to the meaningful experience through the use of narration/dialogue/imagery or sound.
6.
Clever use of level design, narrative and game flow has been used to strengthen the delivery of the story.
7.
The story is implied; rather than being too direct (e.g. Journey, Flower, Dear Esther etc).
Mechanics

1.
The mechanics help to strengthen and enforce the player to elicit the intended emotion.
2.
Mechanics are simple to allow for the player to discover a metaphor or purpose.
3.
The mechanics are used well to mix up the gameplay while helping to further the meaningful experience.
Aesthetics

1.
The art style compliments the feel of the game and adds to the proposed experience.
2.
The audio compliments the feel of the game and adds to the proposed experience.
3.
The game feels great and does not disturb the experience which is trying to be delivered.

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