After a shipwreck you find yourself stranded on a small tropical island. Luckily, the island isn’t entirely deserted as you
find a local inhabitant willing to help you. They would like to bring you to the main island, as there is a ship which might
bring you home. But without any money, paying for the fare won’t be possible. Luckily though, the Captain offered you a free
ride in return for some help around the island. So go and see what the island inhabitants have in store for you!
OCEAN includes many of the classic features found in most RPGs. You can talk to a variety of NPCs, make your own dialog choices,
complete different quests, collect items, walk around exploring the island or quickly find your way by taking a look at the
map. It also features the well-known RPG controls that should immediately be familiar to a lot of players. If none of these things sound familiar to you though, no need to worry! We designed the game to be as accessible to
everyone regardless of their age and their gaming experience as possible, so of course there will be a handy tutorial available.
Personality Evaluation
Our game is designed after Goldberg’s (1992) Big-Five Factor Markers based on the IPIP question catalogue. This theory
posits that the human personality can be measured and described as a combination of 5 key factors:
Openness: acceptance to new ideas
Conscientiousness: self control, act dutifully
Extroversion: comfortableness around people
Agreeableness: general concern for social harmony
Neuroticism: tendency to experience negative emotions
The questionnaire contains a variety of questions, each relating to one of these traits. Depending on the person’s answer,
the score for that factor goes up or down. At the end, the scores represent how strongly pronounced each characteristic is in that specific person. However, a low or
high score does not equal a worse or better person. The combination of these levels simply determine the general composition
of the individual’s personality.
In-Game Evaluation
To determine the players personality through a game, we are evaluating the player’s choices and playing-style. For that, we
designed quests and dialog options based on the survey questions. For example, to convert the question “I have a soft heart”, we created a scenario in which the player encounters a homeless person.
Now, they can choose if they’d rather help or ignore him. Depending on the decision, we are adding to or subtracting from the score for that according trait. That way, we can use the same
calculation the survey uses to evaluate the results.
Questionnaire
To check how well our game can imitate the classical test format, we also gave the players a regular personality questionnaire,
using the questions from the german version of the IPIP-Test from Fritz Ostendorf. To prevent our data being falsified by any influence the questionnaire might have on playing our game (or the game on answering
the questionnaire) we decided to implement a 50/50 chance of getting the test either before or after the game. This actually
proved to be a good decision later on, as the evaluation showed vastly different results for both groups.
At the very end, the questionnaire and the game result are compared to each other, and the player gets both results presented.