Ghostboi in the Land of the Dead: Reflections on the Work in Progress Show
I recently had a work in progress show for my latest game, "Ghostboi in the Land of the Dead". The game uses a controller made out of pink, silicone rubber which is in the shape of a pixellated Ghost. The ghost controller was made by 3D printing a mold, placing sensors inside of it, and then pouring dyed silicone rubber into the mold. Each of the arms contains a single tilt switch, while the eyes and teeth contain a capacitive touch sensor. Players move the arms to move the Ghost and press on its eyes or teeth to perform other actions in the game.
Watching people interact with the controller during the show provided very useful data on how I could improve the game. Players were first confused by how to move Ghostboi and had trouble moving him using the arms. They also had trouble pressing his teeth, while moving the arms in order to eat the burgers. They also did not really know what the difference was between pressing his eyes and his teeth.
As a game designer, guaging the difficulty of a game is challenging because I spend months developing the controls and playing the game. Therefore, I'm an "expert" player while the people I show it to will be playing it for the first time and do not know how everything works. I think that this iteration of Ghostboi proved to be too difficult for the public at large, although some experienced gamers were able to figure out how to use it pretty quickly.
As I work on further iterations, I would like to keep the jankiness and the difficulty of the controls. The game is about a ghost who is struggling to stay out of the afterlife, therefore the way in which the player interacts with Ghostboi should mirror that struggle. The difficulty of the controller adds to the narrative. However, I think the interaction is too complex and I am thinking of simplifying it to either one or zero capacitive touch inputs. If the players only have to focus on moving the arms, the controller still has the "janky" and difficult feeling, while still being accessible to most players.
I also received some very interesting feedback in terms of the materiality of the controller and the interaction as a whole. One visiting lecturer commented on how the interaction was too reminiscent of a joystick and push controller. She asked "As someone who is making an alternative controller game, you have an infinite amount of possibilities, why have you chosen to stick to an input that is so reminiscent of a traditional controller?". Another lecturer mentioned that he liked that the interactions resembled a traditional input such as a joystick. The shape of the controller is so alien, therefore he believed it was helpful if the interaction was familiar. Finally, one of my classmates felt that the interactions I had in place were completely overlooking the enjoyable and interesting aspects of interacting with the flesh-like silicone material. The appeal of this material was that she was able to stretch it and bend it, but the interaction was only localised to areas such as the arms, eyes and teeth.
The above reactions have shaped how I would like to think about the Ghostboi controller as I work towards the final show and beyond. In regards to the final show, I have a limited amount of time and in additioning to having a functioning game, I need to have a polished installation, as well. Therefore, I would like to keep the current inputs. The inputs are closely tied to the arcade-style game and I do not have enough time to revise the whole game. i will place the inputs in a way that encourages the player to stretch and contort the controller, thus maximizing the experience of interacting with the silicone rubber.
In future iterations that go beyond the final degree show, I would like to introduce mechanics that focus on the elasticity of the controller and that are tied to contorting it and moving it around. I would also like to move away from the screen as a visual output on focus on bringing audio-visual outputs into the larger environment.












