New Year Resolutions and all that lark...
It has taken me far to long to post this. It has been written down for over a month now -_- . So my resolution is to post more :).
So here is the conclusion to the Experiment Number 1...
Conclusion
What I found from this experiment is that a lot of things can shadow the meaning of a symbol and make it confusing to read for the player. The use of certain colours will be the main factor in this but the meaning of some symbols will need to be taught to be understood.
I also realised from this experiment that the player can get extreme frustrated and feel like they achieved nothing from completing a task if they are not rewarded. Because I didn't haven another room/task for the to do as a reward for completing the first or even just a congratulations text/star/hug most player didn't feel like they had accomplished anything. This doesn't include those players that relished the fact that they beat it in a faster time than their peers.
What I will take from this experiment going forward is that if I am going to make a frustrating task/level to annoy and confuse ( :P ) I need give the player at least a little bit of significant or rewarded. Also I will not create experiments in a singular manor, rather I will make them in threes. This allows for learning and gradual increase in difficulty, as well as giving motivation and reward to the player. Well, at least in a small form.
So here is the conclusion to the Experiment Number 1...
Conclusion
What I found from this experiment is that a lot of things can shadow the meaning of a symbol and make it confusing to read for the player. The use of certain colours will be the main factor in this but the meaning of some symbols will need to be taught to be understood.
I also realised from this experiment that the player can get extreme frustrated and feel like they achieved nothing from completing a task if they are not rewarded. Because I didn't haven another room/task for the to do as a reward for completing the first or even just a congratulations text/star/hug most player didn't feel like they had accomplished anything. This doesn't include those players that relished the fact that they beat it in a faster time than their peers.
What I will take from this experiment going forward is that if I am going to make a frustrating task/level to annoy and confuse ( :P ) I need give the player at least a little bit of significant or rewarded. Also I will not create experiments in a singular manor, rather I will make them in threes. This allows for learning and gradual increase in difficulty, as well as giving motivation and reward to the player. Well, at least in a small form.