Building Virtual World | Entertainment Technology Center , Carnegie Mellon University
Instructor：Jesse Schell, David Culyba
Platform: PC & Phidgets
Team Member：Joey Yeo, Daryl Choa, Xinyu Wang, Linyao Li
My Contributions: Sound Design, Game Design, Playtesting
The goal of this project was to build a fun-focused virtual world in one week.
Teeter Feeder is an cooperative game. Monmo and Monma are two cute monsters. They are so hungry! You and your partner need to stand on a specially-made seesaw to control a plate to knock food into their mouths. Be careful! Only to feed them when their mouths are open.
The world that we created was called Teeter Feeder. In this world, two players collaborate to feed monsters by knocking food into their mouths with a plate. Players control plate movements by balancing on wooden see-saws
Brainstorm - Start from the Essential Experience
How to make a fun game? Our team start to brainstorm from the happy and funny moment - activities, scenes, movies, feelings which are memorable in our minds. Balance ball, drunk waiter, martial arts, music ...
One of ideas that using see-saw in game design gives us inspiration. The original idea is build two see-saws for two people to stand on and they control the see-saws to control plates in game. The two people will have a competition and the winner will be the person who catch more fruits by plates. We make prototypes for this idea and invite people to play it.
During play testing, we observed that through the see-saw game has a good engagement, two players there lack interaction between them. If one player who is not good at balancing game or his score is much less than the other guest, he would lose interest and play game negatively .
In order to solve this problem, we try to change it to a collaboration game. Two players need to collaborate with each other by one control the movement of the plate and one control the angle of inclination of the plate. This time, they have more interaction and fun.
While testing the structure, we realized the game would be more collaborative if the players were physically interacting with each other. Instead of building two separate see-saws that were next to each other, we decided to keep the pipe as one long piece, with one see-saw placed in front of the other. This would force Player 2 (in the back) to rely upon Player 1 (in the front) for balance. Player 1 used a chair for balance.
Final Controller Interface
Summary and Reflection
How to make a fun game?
Players always have a high engagement when they face little challenges in game which will motivate them. The ambition to overcome the difficulty will persuade players to devote whole awareness into the world which would lead to the feeling of fun.
From the third person, audiences always find fun to watch some people doing difficult sports like keeping balance.
Design Problem: Do not make the game so difficult
At the beginning we design a easy game. Guest only need to feed food into a mouth of a monster so that they only need to focus on picking up food. While we assumed it would be boring because it is only a repeat process for guest. So we add another monster and the opened mouth will exchange between them. The aim is to make guests busy, while we ignored that they are already busy in control balance. So the game become too difficult to enjoy.