The diegetic game world places high demands on how it is designed. It is common that game developers wants to create a deeper player immersion and some developers believe to achieve this by integrating HUD elements into the game world. To find out how digital games can rely on the design of the game world, we performed user studies on beginners who have very limited experience of playing digital games. By observing the beginners, we could discern the visual aspects in the diegesis that helps players understand the game rules and objectives because the beginners won`t make their choices based on previous gaming experiences. If players encounter a variety of difficulties to understand the rules of a game, then it will less likely be a successful game. The design must reach out to a broader range of players and therefore it is fundamental to see how beginners act, in this case in a new environment. We also found it useful to split the players into two levels and review what differences and similarities that occurred between the levels. By doing so we could formalize some guidelines for developers who plan to transfer system information from the screen into the game world.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:sh-15113 |
Date | January 2011 |
Creators | Persson, Niklas, Wallin, Daniel |
Publisher | Södertörns högskola, Institutionen för kommunikation, medier och it, Södertörns högskola, Institutionen för kommunikation, medier och it |
Source Sets | DiVA Archive at Upsalla University |
Language | Swedish |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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