Once we’ve built the game, we recruited subjects to test out our game. Overall, our subjects seemed to enjoy the game.
It took some time to read the rule sheet, but once they have read it, they got right into the game.
During the observation, we observed the players and here are some of the things that we might need to take into consideration:
1: States of the game character/complexity
Since this is a 2D board game, the state of the pieces on a game board does not change, how do we represent it in a digital version of our game? (For example: The level of a player’s health, in our case, the anxiety level of the “Ant” character. How do we represent it?)
Suggestion 1: A health status bar that shows the current state of the “Ant”
Suggestion 2: Change the music to a more intense and upbeat music.
Suggestion 3: “Ant” changes color when it gets nervous.
2: Choice.
Are we going to make a digital version of our board game? If we are, are we going to use the “players take turns rolling the dice” rule? How will the player make a choice in the digital version of our game? Will they be making choices by playing a card (e.g. rpg)? Pressing a button?
3: Decision-making
Will players be doing any decision-making in this game? Or should it be based on luck (Programming)? If players do make decisions in this game, how will that affect the outcome of the game?
Game design problems that we need to avoid:
1) Players: Feeling as if decisions are arbitrary, random and illogical. They are not engaged.
Solution: Make sure that player actions have meaningful outcomes.
2) Players: Rules are unclear; objective of the game is vague, players do not what to do next.
Solution: Additional information display, for example, health pedometer
3) Players: Losing a game without knowing how and why
Solution: Inform players; let them know how they are doing. E.g. “Ant” smiles when he/she passes the danger zone.
4) Players: Not having any feedback.
Solution: Provides clear feedback whenever players make a move.
Ada:)
No comments:
Post a Comment