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!
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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
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Heuristics and Description
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Gameplay
|
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1.
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The purpose of the game
draws inspiration from a personal or life experience.
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2.
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The game conveys emotions gathered
from the experience.
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3.
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The game successfully
communicates the intended message explicitly and directly to the player.
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4.
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There is use of metaphors to
reinforce the meaning or intended emotions.
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5.
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The game has meaningful
gameplay and purpose.
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6.
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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
|
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1.
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They story takes the player
on a journey which results in some form of transformation.
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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.
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4.
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The game/story gives some
form of closure or revolution (Climax) at the end.
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5.
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The narrative adds to the
meaningful experience through the use of narration/dialogue/imagery or sound.
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6.
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Clever use of level design,
narrative and game flow has been used to strengthen the delivery of the
story.
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7.
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The story is implied; rather
than being too direct (e.g. Journey, Flower, Dear Esther etc).
|
Mechanics
|
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1.
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The mechanics help to
strengthen and enforce the player to elicit the intended emotion.
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2.
|
Mechanics are simple to
allow for the player to discover a metaphor or purpose.
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3.
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The mechanics are used well to mix up the gameplay
while helping to further the meaningful experience.
|
Aesthetics
|
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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.
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3.
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The game feels great and
does not disturb the experience which is trying to be delivered.
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