DevLog Update #69 - 07/06/2014Last week, I watched this
GDC Talk by Richard Lemarchand in which he goes over the difference between attention and immersion, and different playtesting techniques they used during his time at Naughty Dog to address problems. I highly recommend giving it a view.
One of the topics that Lemarchand discusses is that there are different kinds of player attention, and regardless of which one, if the games keeps requiring the same kind of attention, players will become bored. This is one reason why games like Skyrim work so well, they allow you to vary between really intense fights in dungeons and open exploration in the outdoors, as well as obsessively sorting your inventory.
I had sort of known this working on my game, and had tried to vary the different kinds of puzzles I was presenting. However, all these puzzles utilized "executive attention", and didn't really offer player much in the way of rest or reward.
I've been seeing symptoms of this, mostly with playtesters getting to be rather tired when they entered the second hub. Also, someone at PAX East told me that while they enjoyed the game very much, when they got to the second hub, their first thought was "Not another one of these places again".
I think the problem is that after players solved the first hub level, instead of giving them a reward of any sort, I simply throw them straight into the second hub level, where it is even bigger and has even more challenging puzzles.
Watching Lemarchand's talk, I realized I actually needed to have a break in between these two hubs. I've thus decided to include a hub that doesn't have any puzzles, and is more of a nature/garden area, where players can calm down, relax, and enjoy the scenery.
I started putting some rough ideas down in the engine today. It's very far from finished, and is honesty quite a mess, but my plan is to get this into the game ASAP so I can playtest, and see if having a nature area between the two puzzle hubs help to combat puzzle fatigue.
I think it's a little too cluttered at the moment, but it's a start. Waterfalls would also help with the mood a lot, but I still need to finish writing the code for that...