Thursday 14 March 2013

Surrounded by Rectangles: Thomas was Alone Analysis

Play-testing a Narrative Platformer


Play-testing TWA was a satisfyingly pleasant experience. I admittedly judged the game from an outside perspective looking at the graphics alone and the graphics can easily be overseen without coming to understand the minimalist approach.






Excerpt from Dissertation:

Case Study: Thomas was Alone

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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