Naughty Rocky is a collaboratively developed virtual reality game that was built in two weeks. The player plays the role of a naughty dog who explores the environment when its owner is not home.
Oculus Quest 2
1 Sound Designer
Build an immersive virtual world for naïve guests
The objective of this project was to develop a highly interactive and engaging experience that gives naïve guests the sense that they have lots of freedom in the choices they make.
Naïve guests have limited experiences/knowledge with VR technologies
We are not allowed to give any clear instructions
How to tell players what to do and how to do without giving clear instructions in the game.
1. Use VR technology to bring immersion, engagement, and excitement
Our team chose to use Oculus Quest 2, a virtual reality platform. VR technology is an ideal platform to create an immersive environment for players.
2. Introduce players to a new perspective
We wanted to make a game from a different perspective, letting players be a puppy, putting the dog into a living room and allowing them to mess up with the room like a naughty puppy.
3. Create Interesting curve to enhance "emotional value"
Considering the interest curve and the desire to surprise the guests, we decided to include a turning point in the middle of the game: the owner is returning! She sends an audio message to the dog, saying, "Did you behave well at home?" and "please don't let me find you did something wrong." We assumed the player would recognize that the time has come for them to clean up their mess!
goal is to impress the player during the 5 minute game
task is to create something out of the player's expectation
Emotional Journey Mapping
How we got there?
Build prototype, invite playtesters, iterate again and again
Problem we encourtered:
When we only had two weeks to finish it, it is even more unacceptable to make any mistakes, no matter in the phase of game design, 3D modeling or game building.
We spent the first week developing models and coding. We all thought we were on the right track, but when we couldn't wait to invite naive guests to playtest our game, we discovered a huge problem that we had previously ignored.
Many of the guests we invited to playtest reported feeling lost and confused while engaged in the world. They had no idea which portions of the game they could interact with and which were purely decorative and served no use. To put it simply, people don't know how to play.
And this was extremely frustrating. So the way we moved forward as a team was to acknowledge that we'd made a mistake in designing this virtual world. And with only three days remaining, we cannot begin from scratch and rebuild the models and programs; instead, we should use what we had at the moment.
Trade-off 1: Color matters
We discovered that one major reason individuals feel lost in the world is because everything is too colorful. We did research and discovered that people are drawn toward brightly colored objects. As a result, we changed the colors of the models that cannot be interacted with to make them less noticeable. And it actually fixed the problems. Players will see the most obvious items first and will have a greater likelihood of interacting with them.
Everything is too colorful
Changed the colors of models
Trade-off 2: Choice matters
We discovered that too many interactive options offered in the game will make it difficult for players to make a choice, especially since our game is only five minutes long. We eliminate less interesting interactions and keep those that a dog is more likely to engage in, such as digging the garbage bin, touching a cactus, and grabbing the owner's shoes.
Too many interactive options
Eliminate less interesting results
Trade-off 3: Technology matters