BallAvoider's Game Design Aspects
Abstract
This research centers on the development of a game prototype aimed at studying player behavior within a simple one-button arcade game. Specifically, I explore aspects related to retention, replayability, and the impact of randomness. My goal was to create a prototype that deviates from the conventional difficulty curve by introducing dynamic and randomized elements. Importantly, I sought to strike a balance—offering variety without overwhelming players.
Introduction
I designed a game prototype to investigate whether randomization could serve as a core gameplay mechanic, resulting in both enjoyment and sufficient challenge. The prototype introduces game elements randomly, incorporating a deliberate delay. My primary focus is understanding player reactions: What emotions arise, and how do these emotions influence decision-making?
Game Design
The gameplay mechanics involve obstacle blocks and collectibles dynamically appearing off-screen and advancing toward the playable area at a fixed speed. Players control a ball following a circular trajectory in a clockwise direction. By pressing the left mouse button or the space bar, they can alter the ball’s movement direction. The objective is twofold: collect as many points as possible by grabbing collectibles while avoiding obstacles.
Randomized objectives spawn along the ball’s trajectory, carefully calculated to prevent overlap and unwinnable scenarios. The intentional unpredictability—combined with player control limitations—forces strategic thinking. For instance, rapid clicks can nearly halt the ball or release it to reach a collectible after a calculated delay. This departure from predictability keeps gameplay fresh and engaging.
Achieving the optimal spawn frequency proved challenging. Too infrequent spawns led to player disinterest, while overly frequent ones caused negative emotions. Iterative adjustments were necessary to strike the right balance.
Conclusion
The delicate interplay between game complexity and player possibilities is crucial. It fosters persistence and sustains interest across multiple attempts.
Players’ Reactions
During critical moments, testers reported heightened adrenaline. Facing defeat, this surge of energy encouraged immediate retries. The tantalizing sense of victory within reach fueled determination.
Testers also praised the prototype as an ideal time killer for short gaming sessions—a design goal we aimed to achieve. Notably, the prototype resonated most with young audiences and teenagers, aligning with modern gaming habits.
Final Thoughts
My playable prototype successfully integrates randomization without adversely affecting players. While subtle adjustments are needed, the gameplay remains addictive and enjoyable. Limited opportunities encourage creativity and adaptability. Surprisingly, the lack of excessive replayability enhances the experience, preventing monotony. Each playthrough becomes a fresh challenge, demanding ingenuity and quick reactions.
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