Leveldesign: how do players react?

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girlysprite
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Leveldesign: how do players react?

Post by girlysprite » Wed Mar 29, 2006 11:19 am

I have made a small testmod before to test what impulses players choose to react to. In a previous testmod I found that treasure is a very strong impulse, will override almost anything else. Also pop up text and certainty (players choose a door they can look through over a solid door) are strong.

With the imput, I have made a new testmod. Its really small, done in five minutes. In each room you can make one choice only, only one way to go. So no exploring before chosing.

Please, those that want to help, download it, walk through it, and write down what choice you made...and put it here, or pm, or email.

It would greatly help me in my leveldesign research and project.

here is the file link: http://www2.hku.nl/~hanbas/nonweb/Hanneke/choices2.mod
Gaming doesn't make people voilent, lag does

<Dimotane> I think deep down, when we're honest with ourselves... we're all a pregnant male elf.
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Li'll Divvil
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Post by Li'll Divvil » Wed Mar 29, 2006 1:39 pm

you a psychologist? or behavioral scientist? I feel like a rat in a maze looking for the food. 8)
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girlysprite
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Post by girlysprite » Wed Mar 29, 2006 1:57 pm

Li'll Divvil wrote:you a psychologist? or behavioral scientist? I feel like a rat in a maze looking for the food. 8)
Worse. A game design student :twisted:
Gaming doesn't make people voilent, lag does

<Dimotane> I think deep down, when we're honest with ourselves... we're all a pregnant male elf.
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Tony Wazz
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Post by Tony Wazz » Thu Mar 30, 2006 6:18 am

I'll give it a try when a get a bit of time and PM ya with results...
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Post by Arnimane » Thu Mar 30, 2006 7:06 am

I keep trying to tell you people....

The wand comes with a white labcoat...per Orl. :shock:
Lead me not unto temptation...I know the way.
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