Roguebot (Playtest von Die Rabauken): Unterschied zwischen den Versionen

Aus hagenberg.games Wiki
Keine Bearbeitungszusammenfassung
Keine Bearbeitungszusammenfassung
(Eine dazwischenliegende Version desselben Benutzers wird nicht angezeigt)
Zeile 13: Zeile 13:


Fassen Sie hier zusammen, was den Tester*innen gefallen hat.
Fassen Sie hier zusammen, was den Tester*innen gefallen hat.
Tester1:
Tester1:
*Visuals
*Visuals
Zeile 79: Zeile 80:
! Frage !! Statement !! Durchschnittlicher Wert
! Frage !! Statement !! Durchschnittlicher Wert
|-
|-
| 1 || I felt content || 0,0
| 1 || I felt content || 2,5
|-
|-
| 2 || I felt skilful || 0,0
| 2 || I felt skilful || 2,0
|-
|-
| 3 || I was interested in the game's story || 0,0
| 3 || I was interested in the game's story || 0.75
|-
|-
| 4 || I thought it was fun || 0,0
| 4 || I thought it was fun || 3,0
|-
|-
| 5 || I was fully occupied with the game || 0,0
| 5 || I was fully occupied with the game || 3,75
|-
|-
| 6 || I felt happy || 0,0
| 6 || I felt happy || 2,75
|-
|-
| 7  || It gave me a bad mood || 0,0
| 7  || It gave me a bad mood || 0,5
|-
|-
| 8 || I thought about other things || 0,0
| 8 || I thought about other things || 0,5
|-
|-
| 9 || I found it tiresome || 0,0
| 9 || I found it tiresome || 0,5
|-
|-
| 10 || I felt competent || 0,0
| 10 || I felt competent || 2,0
|-
|-
| 11 || I thought it was hard || 0,0
| 11 || I thought it was hard || 2,25
|-
|-
| 12 || It was aesthetically pleasing || 0,0
| 12 || It was aesthetically pleasing || 3,25
|-
|-
| 13 || I forgot everything around me || 0,0
| 13 || I forgot everything around me || 2,25
|-
|-
| 14 || I felt good || 0,0
| 14 || I felt good || 2,5
|-
|-
| 15 || I was good at it || 0,0
| 15 || I was good at it || 2,25
|-
|-
| 16 || I felt bored || 0,0
| 16 || I felt bored || 0,5
|-
|-
| 17 || I felt successful || 0,0
| 17 || I felt successful || 1,5
|-
|-
| 18 || I felt imaginative || 0,0
| 18 || I felt imaginative || 1,5
|-
|-
| 19 || I felt that I could explore things || 0,0
| 19 || I felt that I could explore things || 1,25
|-
|-
| 20 || I enjoyed it || 0,0
| 20 || I enjoyed it || 3,0
|-
|-
| 21 || I was fast at reaching the game's targets || 0,0
| 21 || I was fast at reaching the game's targets || 1,75
|-
|-
| 22 || I felt annoyed || 0,0
| 22 || I felt annoyed || 1,0
|-
|-
| 23 || I felt pressured || 0,0
| 23 || I felt pressured || 2,5
|-
|-
| 24 || I felt irritable || 0,0
| 24 || I felt irritable || 1,5
|-
|-
| 25 || I lost track of time || 0,0
| 25 || I lost track of time || 2,0
|-
|-
| 26 || I felt challenged || 0,0
| 26 || I felt challenged || 2,75
|-
|-
| 27 || I found it impressive || 0,0
| 27 || I found it impressive || 2,5
|-
|-
| 28 || I was deeply concentrated in the game || 0,0
| 28 || I was deeply concentrated in the game || 3,25
|-
|-
| 29 || I felt frustrated || 0,0
| 29 || I felt frustrated || 1,75
|-
|-
| 30 || It felt like a rich experience|| 0,0
| 30 || It felt like a rich experience|| 2,5
|-
|-
| 31 || I lost connection with the outside world || 0,0
| 31 || I lost connection with the outside world || 2,0
|-
|-
| 32 || I felt time pressure || 0,0
| 32 || I felt time pressure || 2,5
|-
|-
| 33 || I had to put a lot of effort into it || 0,0
| 33 || I had to put a lot of effort into it || 2,5
|}
|}


Zeile 150: Zeile 151:
Die 7 Komponenten des Game Experience Questionnaire weisen die folgenden Mittelwerte auf:
Die 7 Komponenten des Game Experience Questionnaire weisen die folgenden Mittelwerte auf:


* Competence (Fragen 2, 10, 15, 17 und 21): 0,0
* Competence (Fragen 2, 10, 15, 17 und 21): 1,9
* Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): 0,0
* Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): 1,958
* Flow (Fragen 5, 13, 25, 28 und 31): 0,0
* Flow (Fragen 5, 13, 25, 28 und 31): 2,65
* Tension/Annoyance (Fragen 22, 24 und 29): 0,0
* Tension/Annoyance (Fragen 22, 24 und 29): 1,42
* Challenge (Fragen 11, 23, 26, 32 und 33): 0,0
* Challenge (Fragen 11, 23, 26, 32 und 33): 2,5
* Negative affect (Fragen 7, 8, 9 und 16): 0,0
* Negative affect (Fragen 7, 8, 9 und 16): 0,5
* Positive affect (Fragen 1, 4, 6, 14 und 20): 0,0
* Positive affect (Fragen 1, 4, 6, 14 und 20): 2,75


[[Kategorie:Playtest]]
[[Kategorie:Playtest]]
[[Kategorie:Playtest im SS 2024]]
[[Kategorie:Playtest im SS 2024]]

Version vom 12. Juni 2024, 11:32 Uhr

Dies ist ein Playtest-Report des Teams Die Rabauken für das Fach Game Design Fundamentals.

Playtest-Details

Spiel: Roguebot

Playtester: Ligma Legends, Bool teamname = dru;

Anzahl der durchgeführten Tests: 4

Interview

Was hat den Spieler*innen gefallen?

Fassen Sie hier zusammen, was den Tester*innen gefallen hat.

Tester1:

  • Visuals
  • Funny pew pew sound
  • Kiting enemies

Tester2:

  • Design
  • Interface
  • Playstyle
  • Challange

Tester3:

  • Grafik
  • Sound

Tester4:

  • Verschiedene Arten von Waffen
  • Design ist cool
  • Gegner Design
  • Sound


Was hat den Spieler*innen nicht gefallen?

Fassen Sie hier zusammen, was den Tester*innen nicht gefallen hat.

Tester1:

  • Waffen sind nicht balanced

Tester2:

  • Verwirrende Anzeigen
  • Blinder Start

Tester3:

  • Steuerung
  • Dauerfeuer

Tester4:

  • Das man von Gegnern eingesperrt wird
  • Storytelling nicht gut

Vorschläge für Verbesserungen

Geben Sie hier an, wenn Vorschläge für Verbesserungen gemacht wurden.

Tester1:

  • Orthographic view macht es schwierig die Hitboxes richtig einzuschätzen

Tester2:

  • Interface Buttonbeschriftung

Tester3:

  • Checkpoints
  • Waffenwechsel

Tester4:

  • Checkpoints
  • Storytelling verbessern

Game Experience Questionnaire Resultat

Die Tabelle zeigt die Mittelwerte des Game Experience Questionnaire, die bei den einzelnen Fragen in den Playtests erzielt wurden.

Frage Statement Durchschnittlicher Wert
1 I felt content 2,5
2 I felt skilful 2,0
3 I was interested in the game's story 0.75
4 I thought it was fun 3,0
5 I was fully occupied with the game 3,75
6 I felt happy 2,75
7 It gave me a bad mood 0,5
8 I thought about other things 0,5
9 I found it tiresome 0,5
10 I felt competent 2,0
11 I thought it was hard 2,25
12 It was aesthetically pleasing 3,25
13 I forgot everything around me 2,25
14 I felt good 2,5
15 I was good at it 2,25
16 I felt bored 0,5
17 I felt successful 1,5
18 I felt imaginative 1,5
19 I felt that I could explore things 1,25
20 I enjoyed it 3,0
21 I was fast at reaching the game's targets 1,75
22 I felt annoyed 1,0
23 I felt pressured 2,5
24 I felt irritable 1,5
25 I lost track of time 2,0
26 I felt challenged 2,75
27 I found it impressive 2,5
28 I was deeply concentrated in the game 3,25
29 I felt frustrated 1,75
30 It felt like a rich experience 2,5
31 I lost connection with the outside world 2,0
32 I felt time pressure 2,5
33 I had to put a lot of effort into it 2,5

Auswertung der Komponenten

Die 7 Komponenten des Game Experience Questionnaire weisen die folgenden Mittelwerte auf:

  • Competence (Fragen 2, 10, 15, 17 und 21): 1,9
  • Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): 1,958
  • Flow (Fragen 5, 13, 25, 28 und 31): 2,65
  • Tension/Annoyance (Fragen 22, 24 und 29): 1,42
  • Challenge (Fragen 11, 23, 26, 32 und 33): 2,5
  • Negative affect (Fragen 7, 8, 9 und 16): 0,5
  • Positive affect (Fragen 1, 4, 6, 14 und 20): 2,75