Posts Tagged ‘sounds’

Last week in class we were presented with the concept of an audio only game. As a class we needed to create a physical game for our professor to engage in. It had to be fun, exciting, have rewards, and be based on audio cues only.

We split off into several groups while our professor left the class room, so each group could come up with ideas. Then at the end of brainstorming we all had representatives from each group to go to the front and explain his/her idea. The class as a whole voted on what they thought was best.

In the end we voted for a very simple game, which lead to being a huge mistake; more on that later.

The Game

In a nutshell, what the game we decided on was for the professor to come in blind folded and be guided through a maze in the class room. The students created human maze walls through the classroom and whenever the professor would come too close or in contact with a wall, a beep would be emitted from the student. This would guide the professor through the obstacles in the classroom, to reach the end; the goal.

Here is a simple diagram of the layout. Squiggles represent desks that are obstacles that need to be jumped over; blindfolded. 

The Game: Conclusions

After the game, it proved to be too simple, and lacked any excitement or enjoyment for the play; our professor. It was simply lacking in any reward system for the player and did not entice the player to want to play more. There was no satisfaction in playing the game, or reaching the end. When coming up with the idea, simply reaching the end was “the reward.” This is not a reward. The player simply reached the end and did not gain anything positive from the experience.

We as a class failed to create a good audio based game.

What would I change to the original concept?

The game was missing too many things, or rather it lacked elements to make the game enjoyable. A good way to make the game more challenging and less linear, would to be to add an enemy.

The enemy would start after 10 seconds of the player starting in the maze, which would be signified by a large frightening sound that could have been played from a laptop, to signify something “scary” was coming after the player. This would urge the player to go faster and something negative was coming after him/her. The enemy would be a student who is also blindfolded, but could carry a laptop playing a groaning sound, or they themselves would make a grotesque noise to let the player know where the enemy was and if it was catching up.

The goal would now be for the player to reach the end without encountering the monster/enemy. To add more into the game, some “walls” (students) could have power ups for the player, such as Freeze, which would freeze the monster for a specific amount of time. To find these walls, that student would let out a different audible sound if the player faced that wall (instead of a beep, maybe an obnoxious honk. Or a quack. Something different).

Overall if more “fun elements” were added to the game, I think it would have been more enjoyable and would have not failed so spectacularly.

Moral of the activity:

Some people say to keep things simple, but never simplify things to the point where it no longer serves its original purpose. You can make a simple chair, but cutting off the legs to simplify it won’t make it a better chair; or even a chair for that matter.