Design Review - May 25, 2006
Location: Stanford University, Graduate Community Center
Time: 2:30 - 3:45 pm
Participants: 2
I had an 1 hour and 20 minute review with two young adults today. I had a review with a heavy gamer. Owns an xbox, gamecube, DS and PS2 lite who is a single male. In the same room was a non-gamer female with a small family. They both reviewed the game. I
recorded the entire conversation. During the test they observed the
5/21 prototype and the
game structure diagram.
Here are some of the highlights:
Interface- Menus should not obstruct the game screen, use a sidebar and restrict the playable area
- Blink mission icons need more information - Have missions pop up with titles and then fade away, List mission on lower right
- Vaccine game art is counter-intuitive. You should use the dropper to drop vaccine on populations
- Don't mix photo realistic and illustrations. Only place you can do that is on a map
- Be consistent with the use of colors across modes when displaying game stats
- consider using a pie chart to display people's health status. they identitfied 4 states - contracted not dead, immunity, dead, and don't have it
- hospital beds feels to granular, too specific. maybe call it healthcare infrastructure
- Game needs a dashboard, some homebase
- Should integrate the mini-game locations into the main screen so they are on the same screen
Gameplay- Sim levels feel like a multiple choice test. Need to clearly choose between what type of simulation will be presented. Will you manage complex situations in real-time as in (SimCity) or turn-based like Civilization or will you get a series of screens you click through.
- game needs integration; too disjointed.
- God view gets boring, having the family helps, but they want some familiar characters across the mini-games
- introduce collectibles that relate to the goal of the mini-games to encourage play
- collectible ideas:
- something pretty, photo for the desktop
- interface change
- music
- trophy or medal
- access to harder mini-games or challenges
- new characters
- new tools - a better vaccine
- personal mementos or pictures of lives you have saved that you keep on your dashboard
- have extra challenge missions that are sub-plot to the main story that are very challenging and require higher skill
- okay to play the virus just not in the main game
Learning:- Must scaffold learning. important to teach people about the pieces individually without throwing them into the full-functioning sim. Too confusing
- Must provide goals, can't be as open as the Sims
- Mini-games give the player as well as the designer a way to track and asses what they've learned; formative assessment
Other games to check out:- Startcraft - an RTS game
- Rampart
- Civilization - turn-based strategy game
- *priority* Black and white 2 - has minigames and simulation
- ACT Razor - strategy game with concrete goal
- *priority* Trauma Center (DS) - has a challenge where you tackle a flu virus as a doctor
RecordingThey have given permission to post this recording online.
Listen to the recording now