26 October 2007

Prototype Critiques 1.0

The framework I used for the critiques was to look at: balance, model, art, mechanics, originality, and translation to paper. I also added some notes that didn't quite fit into those categories.

1.1 ANTLION prototyping


Balance: it seems they set it up with 2 different perspectives in mind: the player can either be the ant or the ant lion (good guy vs bad guy analogy?); seems like a fun idea to let the player choose which they are.
Model: good minimal design of the prototype: only included what is necessary (simple board and instructions).
Art: clean and simple artwork to display the necessary aspects of the game.
Mechanics: turn based and rolling of the dice to play.
Originality: an educational game featuring a little known 'bad guy' seems like a good idea. I like the idea of combining a strategy game with educational content.
Translation to paper: It seems like their testers got a good grasp of the game from the testing sessions.

Some other notes:
  • good at recognizing what is feasible for the course
  • strategy game: ant vs ant-lion (ant-lion is trying to knock it into a pit to devour it)
  • simple prototype layout (board and dice and piece)
  • sat next to subjects to observe and record; direct feedback
  • good feedback and recommendations on what the testers liked/disliked
  • good: used feedback to find that player would prefer to be ant (over ant-lion)
  • well thought out goals (ant-lion for education purposes over anteater for fun)
  • a little brief with what they are going to change in their game ... but good overall
1.2 us!!!!!!!!!!! no critique necessary because we rule!!!!

1.3 MIZU: saving the world one droplet at a time ...

Balance: It looks like they put a lot of effort into balancing out their game
Model: Scrolling action during gameplay and turn based during fighting; artwork to show the different characters of the game.
Art: very good, pretty artwork; it looks like the put a lot of time into it.
Mechanics: splash attacks; dice rolls - different numbers result in different attacks that are also based on your droplet size. Fighting is based on proximity to a 'bad guy'.
Originality: Very original, I like the idea of using elements and being water.
Translation to paper: It seems like the paper prototype didn't completely mimic the game concept and what it will be digitally (but I think that just happens sometimes - some mechanics are really hard to translate)

Some other notes:
  • find four elemental gems by exploring different elements of the world (air, earth, fire, vs water)
  • i like the idea of charging your splash attacks
  • got their level and art concept solidified
  • a little vague on the feedback from the testers
  • good feedback on how realistically their paper prototype mimicked the game
1.4 Testing 1...2...3... (untitled)

Balance: incorporate different characters and skills into the prototype.
Model: paper based on D and D map; allowed them to easily incorporate feedback during testing.
Art: basic bare bones artwork (my preferred style for prototyping) that is easy to scratch out and redo (little time would be wasted); some good plastic figurines to represent the characters of the game.
Mechanics: combat; turn based; extensive use of puzzles.
Originality: it seems like a reasonable common genre of game.
Translation to paper: Seems like it translated fairly well; the identified areas where the prototype was lacking (ie pickups).

Some other notes:
  • real time schoolyard fight game gone medieval
  • plat-forming, puzzle solving
  • stripped out large open level design (realistic goals)
  • good goals for testing
  • good variety of testers
  • good versatility for changing the paper prototype based on immediate feedback from testers (using dd map)
  • nice... tested different characters to compare
  • excellent feedback from testers
  • good conclusions based on feedback
  • hurray for changing characters/sheets while testing

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