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interesting options and choices, allowing the player to perform a range of actions to
address a challenge and the story was particularly well integrated with the gameplay.
The game actions provide a good sense of control over interactions and they allow
players to feel that they have a significant impact on the game world. The review
found that the interface to Portal 2 was easiest to learn, use and master and that the
game had good input control. In terms of feedback, analysis of results demonstrated
that Portal 2 performed well at providing output that allowed the player to assess the
state of gameplay at any given time. The feedback mechanisms provided positive
reinforcement which enhanced free-choice and self-awareness.
Fig. 4. Analysis of Game Activity Components for Creative Gameplay
Given that Braid performed slightly better than both I-Fluid and Portal 2 in terms
of providing activities to support creativity-relevant skills, it is helpful to examine
expert review data for its game activity components. Braid did well at supporting
players in recovering from errors and at minimizing errors that are detrimental to
gameplay. Compared to the other two games, Braid provides the most effective
mechanisms for players to interpret the outcome of actions through mechanisms that
give immediate and continuous feedback. Fig. 4 illustrates this analysis of game
activity components and identifies areas of strength that may contribute to the ability
of a game to facilitate creative activity.
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