2.1 3rd Cloud
Balance: it looks like they learned alot about how to balance out the interactive part of their game from what their testers tried to do.
Model: rpg style game; the prototype is digital using rpgmaker engine.
Art: feel good art style with an angry main character! This is how they described it. The art style at the moment appeared to be what the engine provides; it looks very Zelda SNES.
Mechanics: go up to objects to find out what they are/pick them up (the club). Explore the game environment; fight enemies using objects you collect and equip.
Originality: It seems like a fairly standard genre/style of game; it seems like they will be developing a very original multi linear plot to differentiate it.
Translation to paper: they didn't have to deal with this because they were able to build a digital prototype so quickly. This would good because it helped them see how their players would respond within the actual game; went beyond mimicking the game to an actually scaled down version of the game.
Some other notes:
- questionnaire given to testers to get feedback
- 17 yrs. - 23 yrs. old: rpg players, familiar with genre: appropriate for user group; people with different personalities and what they wanted to do within the game
- were told brief synopsis of story
- user explores the room/house and finds objects
- discovered that taking the club was not intuitive
- found out that not enough interaction in the prototype
- had the users fill in what they would expect characters in the game to say
- found out what disappointed testers and fixed it (mostly, they wanted to be able to explore EVERYTHING
- lots of space to explore already in the game (house, outside, shamans hut)
- Good at getting results from the users and taking their feedback into account
Balance: appeared straight forward; they received a lot of feedback to incorporate on how to balance out their game further
Model: paper prototype very similar to battleship; most people familiar with how to play
Art: nice looking original artwork displaying the different characters
Mechanics: very similar to battle ship; analogous to a cafeteria food fight
Originality: fairly original idea for a game (food fight); not so original mechanic; they learned from testing that they will need to differentiate their game more.
Translation to paper: translated very well; the majority (all but one) of their testers were familiar with the mechanic from playing previous games
Some other notes:
- similar stats among the testers
- tested a lot of people
- most people familiar with their mechanic (battleship)
- mechanics similar to battleship: but analogy to a cafeteria food fight
- lots of results from testing in terms of balance, learning curve, complication level
- changed prototype based on this
- recognized that they need to differentiate their game a little more; make it more interesting
Balance: it looks like they will need to incorporate some more elements into the game to keep it fun for the player (ie varied prices, appliances)
Model: they made both a paper prototype and a flash prototype (tested with the paper). Same artwork for both, plus monopoly money for pp. The pp allowed for real time gameplay to be more realistic representation.
Art: original color artwork; nicely done.
Mechanics: the artwork was movable to allow for real time play. Players try to sell the most burgers and fries to make the most money.
Originality: original spin on the tycoon style game.
Translation to paper: good. They got a lot of positive feedback from their testers.
Some other notes:
- simulation game: direct staff, manage cost, efficiency
- Testers age 20 - 23 students
- Tester must go through three 3 scenarios, they tested for difficulty and learning curve
- Highly ranked by their testers
- Good and varied feedback on what they should improve (variety, intuitiveness, aesthetics)
- Suggestions to add more features
- Plan to incorporate collect revenue to add appliance and increase efficiency; micromanaging mini rushes
Balance: issued demerits to compensate for time constraints; found they need to stress the importance of controls.
Model: demolition workout hired to destroy ruins that you fly and bomb; real time playtesting.
Art: no artsy work necessary; used toys and some paper objects to simulate players and pieces.
Mechanics: player used a remote control car (to simulate plane) to drive around and 'bomb' (encircle) objects. Attaching bombs and such was done manually.
Originality: original prototype; action type 3D game.
Translation to paper: fairly accurate, mcguivered simulation of their gameplay.
Some other notes:
- Torque 3D engine (woot!)
- remote control car to simulate the plane, paper objects laid out on the ground to simulate the rest; bombs are lined rubber balls that the car drags
- looks like it fairly accurately simulated their game play
- Issued demerits to compensate for testing time constraints (less is better)
- Alot of things done manually during play-testing (attaching bombs)
- 3 testers, all siat students
- They tested standard game play as well as a time trial to compare
- Got good feedback from their testers
- Found their game intuitive, easy to play understand