Review of the game Endless Ocean created by Arika
Rating: 




Endless Ocean is a one-player adventure game for the Nintendo Wii.
My Opinion
To be honest, personally, I actually quite enjoyed this game – much more than the star rating that I gave it indicates. In fact, I managed to play it right through to the end of the narrative, right through to the discovery of a new species of whale!
The reason for the low star rating is that I do not think many game players would persevere with the game. The biggest problem with the game is the opening tutorials. They take far too long and are too difficult to work through. If it wasn’t for my crazy desire to always be “achieving” something, I don’t think I would have persevered!
I am glad that I did though.
The Narrative
In the game, you are a scuba diver. You get to go on dives in the ocean and you have your own boat and a diving assistant. The area that you dive in is called Manurai – a ficticious place. Although the place is ficticious, the fish and other ocean-life that you encounter are based on real life ocean-life. As you discover new ocean creatures, they appear in your record book. Your record book is like a sticker book that you can view at any time you are on your boat. The more time you spend with and interact with the sea life, the more you learn about them.

Above: Getting up-close-and-personal with a whale in the game Endless Ocean.
There is also a story that unfolds around the legends of the Manurai Sea and about the past of your diving assistant.
You receive missions to complete such as taking people on tour dives, taking underwater photos and visiting previously undiscovered areas of the Manurai Sea. You also get to train your own dolphin and can go diving with it.
If you know someone else with the same game and your Wiis are connected via the internet, it is possible to go diving together, although I haven’t used this feature yet.
Designed for affect
The rest of this review explores how the game attempts to emotionally affect players and discusses how it could do this better.
Immersion
One way to affect a player’s emotions is to design an immersive experience. According to Wikipedia (2009), immersion is the “state of consciousnesswhere an immersant’s awareness of physical self is diminished or lost by being surrounded in an engrossing total environment”. I believe that the tutorials at the beginning of the game will prevent many players from feeling immersed in the game environment. The tutorials are too hard, offer too little reward and take too long. A different approach is needed to be taken here. I believe many players will give up before getting past this section.
Ernest Adams states that there are three main types of immersion: tactical immersion, strategic immersion and narrative immersion.
Tactical Immersion
In Endless Ocean, tactical immersion occurs when the player is searching for a particular sea creature or item in the sea. At that point in time, if it doesn’t take too long to find what you are looking for, that challenge is all-enconompassing. If the search takes too long and the player is not sure how to go about finding the sea creature or item, the tactical immersion will disappear and turn into frustration.
One way the game could have attempted to maintain this sense of tactical immersion would have been to have a “help mode” whereby if the player is taking too long to find something they could ask for help and some sort of guiding system could be put in place. This could take the form of your assistant trying to guide you using your communication system, your dolphin buddy showing you where it is or even having guiding arrows pop up to help you if you need it. Your assistant does actually offer you guidance sometimes when you dive but I think that system could have been utilised more. I found her hints did not come often enough and I could not always understand how to act on what she was saying.
Strategic Immersion
There is only a small amount of strategic immersion in Endless Ocean. This is one area that the game could definitely improve. It definitely has the potential to be more strategically immersive. Some aspects of the game are around finding new species of fish and other sea creatures and other aspects are around looking for lost relics and treasures on the ocean bed. I’m sure that with just a little bit of tweaking of the game, game elements could be employed to provide more strategic immersion.
Narrative Immersion
As a player of the game, I felt a moderate level of narrative immersion – investment in the story, however, I think this element could also be improved. The story around your mysterious assistant and the past of her father has a lot of potential but I think the story is too slow to evolve.
The character that you inhabit has very little story at all. Maybe this is done so that you can feel that you are the character but given that there is a very limited choice of avatar features and the avatar can only be one gender (female), identification with the character is difficult.
Tools for Evoking Emotion
Three tools that games can use for evoking emotion are music and sound, narrative & characters and game play.
Music and sound
The music and sound, especially the music, used in this game are quite effective at evoking emotion. When you dive into the water, peaceful, calming music by Hayley Westenra plays. The game music is matched very well to diving in the ocean. It makes you feel like the ocean is a very relaxed and soothing place to be.
Narrative
As mentioned earlier, the narrative and characters in the game are a little weak although they have the potential to be much stronger.
Game play
The game play itself has a few facets that can evoke feelings of surprise, wonder, excitement and awe at the beauty of our natural environment. You also feel in some ways, honoured that you have the privilege to see and interact with these beautiful creatures (even though they’re not real!). The game offers a variety of ways to engage in game play but not all options are available at any one time. Perhaps offering some of these more often would work well. Some of the forms of game play within the game are:
- once you earn your underwater camera, you can take underwater photographs. Sometimes you receive photography assignments for magazines
- you take people on dives and usually the person you take on a dive will request to see a particular fish
- you can go diving during the day or the night and explore the ocean
- you can interact with sea creatures and find sea creatures you have never met before. All of the creatures you have found are stored in your album
- you are asked to find fish to put on display in an aquarium at a theme park as a way of educating the public about the ocean and the life in it
- you can go diving and look for relics or ship wrecks
- you save the life of a dolphin who becomes your special buddy who you can call with a whistle.
- you can call your dolphin buddy from the boat any time and he will come to you. You can train your dolphin buddy to do tricks
- you can go diving with your dolphin buddy
- when you complete a dive and go back on the boat, there will quite often be little guests waiting to meet you on the deck of the ship. These guests include birdlife and penguins.
Interestingly, the list above looks quite extensive and you can see that the game actually offers a variety of gameplay options. However, because this all takes place in quite a linear fashion over a long period of time, the player does not realise how rich the experience actually is.
Consequences of Interrupted Play
The only cause of interrupted game play is when a player has to leave their game and come back at a later point as the characters do not die in the game and they cannot run out of oxygen while scuba diving – the character is automatically brought back to the boat if she stays out for too long. The game provides a save feature so that you can pick up where you left off. Admittedly, each time you do come back and play, it does take a little while to remember the game controls again (despite having done the long introductory tutorial) and to fall back under the spell of the Manurai Ocean.
Creating emotional immersion
The game progresses in a reasonably linear fashion. I do not think that this is necessary. I think there should be more choice of which goal the player can choose to meet next. Drennan (2009, slide 16) states that emotional immersion is caused by the player surveying the situation, then making a choice, taking an action, getting feedback from the game and then the player reacts to that feedback. I think that at any one moment in the game, the game does not give the player enough choices to make about which action to take. Without the opportunity to make significant choices, the player will not feel emotionally invested in the game.
Raising the emotional stakes
The game attempts to raise the emotional stakes by revealing towards the end of the game that your mysterious assistant’s father died at sea whilst trying to find evidence of a new species of whale he had first spotted years before. When he told the Scientific community about what he had seen, nobody believed him so he dedicated his life to finding the whale again and gathering the evidence required. He died trying to find the evidence. His daughter (your assistant) was seeking to restore her father’s reputation and was hoping that you would help her locate the White Mother Whale and collect the evidence her father never managed to collect. Whilst this was a nice attempt at raising the emotional stakes of the game, the information came too late… and the characters in the game did not have enough depth so they were difficult to relate to and have empathy for.
Any emotion felt by the player in the game was really related to the exhileration and awe at the amazing sea creatures that you meet. As all of the sea creatures (with the exception of the White Mother Whale) are real, it makes you want to go scuba diving or go to Underwater World or something like that.
Stereotypical characters
I must give the game props for not engaging in stereotypical characters – both the character you play in the game and your assistant are average build, capable young women. Unforutnately, the characters lacked depth. Even though the assistant was mysterious and some of the plot was not that predictable, you never felt a connection to the characters.
Does the player care about reaching the goal?
As a player, I did care about completing the goal, however I think this could be because I am a goal-oriented person. For many players, I think that the player would need to be engaged more with the characters and narrative to really feel like they cared about completing the goal.
References
Drennan, P. 2009. INB280/INN280 Fundamentals of Game Design – Lecture 7. QUT.
Wikipedia 2009. Immersion.Wikipedia. Accessed from
http://en.wikipedia.org/wiki/Immersion_(virtual_reality) on 16/9/2009
Attribution
Image used under creative commons licensing. Image downloaded from http://flickr.com/photos/leff/2290091333/ on 4/9/2008