Play-testing a Narrative Platformer
Thomas was Alone was
also created by a single developer, namely Mike Bithell for the PC in 2012. The
game is a minimalist 2D platformer in which you begin the game as a small red
rectangle, called ‘Thomas’. Thomas is an AI program who is part of a larger
system within the game. The creators of the AI did not anticipate that Thomas
would develop an adventurous personality of its own. You travel through the
system discovering portals and after learning how to jump you are enabled to
make it through each portal to progress to further levels. The objective is to
guide the characters through each bordered level to reach the portal, as you
progress through the game you are assisted by a group of other quadrilaterals
of all shapes and sizes as well as their own unique abilities.
Thomas was Alone is
often primarily revered for its simple and extremely effective systemic
ability, particularly the brilliance of a single jump mechanic (Kotaku). As well as this, the great story telling,
well executed gameplay as well as lastly the minimalist appearance which could
often be seen as a negative but is really what brings this game into unique and
intriguing territory (IGN, PC Gamer UK, Telegraph).
The game manages to create a memorable experience of the least distinctive
characters and minimal graphics in a game which drives a narrative experience
out of simple coloured rectangles. The mechanics of the game are simple, yet is
a case of extreme polish of simplicity which presents this game as a worthwhile
study.
Challenge 4/5:
The balance of challenge and skill within Thomas
was Alone is almost refined to perfection as each level gets progressively
more difficult, at the same time, there are not many levels that cause
frustration or too much repetition. None of the emerging ideas are
over-exploited and each level gives you significant space to take a breather
and refresh (TWA IGN). Once the familiarity of
the pace of movement and jump are figured out, the game becomes a quality
experience filled with alternative thinking and playfulness as time becomes
irrelevant. Despite these perfections, at some point there are moments in which
having to change character constantly or trying to move the slower and less
able characters can birth impatience. Generally, the game has a very well thought
out design and flow filled production.
Freedom 4/5: There
is a particular amount of freedom within Thomas
was Alone as you are bound to the constraints of your often limited
environment, although there are several different options available to you. A
key part of that particular option is within the option to choose several
different characters throughout the game which open up an interesting amount of
freedom. Characters which can jump higher, move faster, float on water, define
gravity or create a bouncing pad. These all create such a diverse sense of
freedom within the game as well as the environment and puzzles being broad and
some solvable in alternative ways.
Retention 4/5:
The balance of playability and depth within this game is vastly developed. Your
attention is caught by each triggering scenes of the professional in game
narration appearing as it subtly hints and guides your character throughout
each level. There are ten different level themes and each theme holds ten
levels, the game can take up to three to four hours to complete which is an abundant
amount to keep the user entertained. The main game mechanic, which is
undoubtedly the jump mechanic holds a level of smoothness and a sense of
satisfaction which can keep one entertained for hours. The only thing possibly
holding back the game’s playabilty is the irregular point of slight repetition
when you have to move along a vast amount of characters to progress through the
game, although this is a small complaint within such a sophisticated and enthralling
game.
Immersion 5/5: The
immersive quality of Thomas was Alone
is what really sets it aside from being a simple platformer to being a highly
acclaimed independent game. All throughout the game you are guided by
well-placed text and a professional narration which does an incredible thing,
it creates sympathy for characters that are nothing more than rectangles.
Showing that the power of the story and its display can elevate even the most
simple games into something spectacular (TWA IGN).
The visuals of the game are simple yet yield a fine amount of polish and
attention to detail and composition which might even suggest that such
sophistication was designed with a graphic design background. With further
inspection, it is noticeable that each level is slightly slanted which furthers
the creative illusion. Also on almost every level, a 2D dynamic shadow is
subtly casted upon your character and environment further refining the rich
experience. From the rain, particle effects and the deep and involving sound,
the game is an immersive master piece proving minimalism can create an equally
moving perceived reality.
Value 4/5: The
perceived value that the game gives the user is meticulously subtle within its
execution. The amount of value a player can gain from a simple jump mechanic is
remarkable. As the character jumps, there is an illusion of squish and stretch
along with a very fitting jumping sound which give the jump that extra added
value. One of the most rewarding aspects are when you complete a level and
enter a portal as your character turns white and is animated which indicates
the feedback of change and a goal being completed which is highly satisfying.
Arguably, the most rewarding experience is when you finally solve the
painstaking puzzles and begin to feel elevated in your own intelligence.
Although, the only disappointing factor in terms of value was the ending scene
of the game which seemed somewhat short and unfulfilling, although overall the
game is bountiful in rewarding the player.
Feel 5/5: The
feel of the game is evidently polished and designed with the player being
prioritised. From the simple yet brilliant jump mechanic feels immensely
satisfying despite the character only being a rectangle. The rectangular
characters are in perfect harmony with the square looking environment, even
down to the particle effects, water splashes as well as background animation.
The feeling of every character you play is varied and provides a well-rounded
sensation. Every level and character conforms to the same equalled brilliance
of each previous level, yet only expanding. The whole experience seems to mesh
together complimenting the sophistication and minimalism of the game creating
such a rich, elegant and sustainable familiarity.
RATING
|
|
CHALLENGE
|
4
|
FREEDOM
|
4
|
RETENTION
|
4
|
IMMERSION
|
5
|
VALUE
|
4
|
FEEL
|
5
|
TOTAL (Mean)
|
4.3
|
Table of results for Thomas was Alone
In conclusion of Thomas was Alone and its overall game
aesthetic, it is not as clear as first assumed that the game excels mainly in
its systemic value, as the visual side, although minimal, is of extreme polish.
From looking at the data chart, it can be seen that the immersion and feel
score maximum points proving that less could potentially mean more. Despite
this, it can be said that the systemic significance of the game is also of very
high value as challenge, freedom and retention also score very well which
displays that Thomas was Alone is a certainly well designed and encompassing
almost all the successful aspects of systemic and visual significance needed in
designing an extraordinary game.
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