Limbo Game metrics brainstorm
RESEARCH ARTICLE: Researching player experiences through the use of different qualitative methods by Wannes Ribbens and Yorick Poels (here)
What sort of data should we try to record about our experiences with this game?
Baseline expectations statement: from each user about what they expect their experience to be like, what their general expectations are for the game
SCALES to be assessed before gameplay, during (noting during/after which situations) and after completion: on a scale of 1-10, expectations for the following in game play: difficulty (1 no challenge, 10 impossible), confusion (1 not at all confused, 10 WHAT THE F**** IS GOING ON), gratification (1 no satisfaction, 10 extremely proud of what was accomplished) and intensity (1 bored, 10 enthralled).
End of gameplay review statement: players express overall satisfaction with the overall game, compare this to baseline
completion of chapters of the game (researched: 24 "chapters" but are only revealed as so at the completion of the game)
pick a notable symbol/character (icon) from each game and represent that "task" as the picked icon
as the game is a linear progression (there is only one path to reach the end, so straight line as opposed to branches/network), the map should follow a clear "cause and effect" path
map intangible moments to these tangible moments
find correlation between tangible moments with intangible emotions
represent the "swelling" of intangible emotions through enlargement and/or colorization of icon
-->colorization, since the game is monochromatic, colorization would have a really strong and noticeable effect. For example, if we used red to represent stress/a strong emotion, it would deviate stylistically from the game and show the "attachement"/external emotion that is being LAYERED onto the game