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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


Recording
They have given permission to post this recording online.
Listen to the recording now


inokon
inokon
Latest page update: made by inokon , Jun 5 2006, 10:51 PM EDT (about this update About This Update inokon Edited by inokon


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