Daniela Tyliszczak
The purpose of this research is to identify which method of game input improves player experience and skill level most effectively. The research will identify a range of control method inputs and implement them within a basic video game developed in the Unreal Engine. The research will seek to find which of the control methods are most suitable given the genre and style of the game level, through a range of surveys, interviews, and other data collection methods.
The initial research will look to identify the most popular method of game control input and how the evolution of those affected modern gaming. The specific topics considered are the game control method and player accessibility and player experience. The research will also seek to gain insight into the control mapping for different methods and what impact this has on player experience and accessibility.
Upon completion the research will look to identify the most suitable control method and mapping for specific genres and style of games, and the reasons why these methods have a significant impact on player experience, while also considering why likely consistent mapping and application of mapping standards also improve accessibility and game approachability.
Daniela Tyliszczak
Why Did I Do it?
The main reason why I decided to run the experiment because I wanted to focus on the controller’s accessibility and focus on whether a player notices that some controllers are easier to use and more accessible to use when completing tasks.
Experimentation Method
The experimentation method is a game that includes three different controlling methods. Each person who is a part of the experiment must complete the level using all three input methods. Then the participants must answer the survey that asks about their thoughts and feelings about what input method has been the most accessible for them.
While completing the experiment I will be observing the participants and note how they are holding the controller and what game elements they use in their approach, I will identify if there are any specific techniques that they incorporate, for example, what camera angle they used to complete the specific element or if they were focusing on specific actions such as talking while jumping.
I developed two similar levels that the player needs to complete with the selected controlling method, between each level the player must fill in the questionnaire section deciding what number on the scale of 0-5 they rated the controller at.
For example, how easy was it to jump, the usability of the jump pads, walking on straight stairs and curved stairs, collecting the points, steering the mini-map, and turning the camera around.
PlayStation Controller
Level 1
Points: 31 Time: 283 seconds
Jumping: 4
Jump Pad: 4
Turning Direction: 3
Pick Up Collectables: 2
Steering Mini Map: 3
Turing the Camera: 3
Level 2
Points: 20 Time: 284 seconds
Jumping: 4
Jump Pad: 5
Turning Direction: 4
Pick Up Collectables: 3
Steering Mini Map: 2
Turing the Camera: 2
Questionnaire elements:
Jumping was easier than walking.
It was feeling right, did feel that natural, and had the right immersion.
Comments: focused on positioning, walk around a lot, moved the camera angle only when necessary, did attempt the jumping wall in level 2 but failed, filed last jumping pad where the platforms are wide, much more jump radius to make it easier, move the camera to the top perspective couple times
Xbox Controller
Level 1
Points: 26 Time: 137 seconds
Jumping: 4
Jump Pad: 4
Turning Direction: 4
Pick Up Collectables: 3
Steering Mini Map: 3
Turing the Camera: 4
Level 2
Points: 24 Time: 157 seconds
Jumping: 5
Jump Pad: 4
Turning Direction: 4
Pick Up Collectables: 3
Steering Mini Map: 4
Turing the Camera: 4
Questionnaire elements:
Easier to jump than walk.
The Xbox controller felt more sustainable for the game it was easier to walk and run.
Comments: used the camera from a high angle, attachment to complete air puzzles for a top perspective, great position for the middle of the puzzle
Mouse and Keyboard
Level 1
Points: 31 Time: 125 seconds
Jumping: 5
Jump Pad: 4
Turning Direction: 5
Pick Up Collectables: 5
Steering Mini Map: 4
Turing the Camera: 5
Level 2
Points: 24 Time: 157 seconds
Jumping: 5
Jump Pad: 5
Turning Direction: 4
Pick Up Collectables: 5
Steering Mini Map: 5
Turing the camera 5
Questionnaire elements:
It was better than controllers, all elements were equal, the keyboard was easier to walk and the player finished quicker
Comments: used mainly default camera, used space and WDSA instead of arrows, used camera from top viewport to jump and walk on stairs, did manage to complete the wall jumps in both levels, element and successfully solved puzzles in level 2, moving more precise and positioning much better fewer mistakes.