Spooky's Jump Scare Mansion (Playtest von GOOS): Unterschied zwischen den Versionen
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Dies ist ein '''Playtest-Report''' des Teams [[ | Dies ist ein '''Playtest-Report''' des Teams [[GOOS|Goos]] für das Fach [[Game Design Fundamentals]]. | ||
== Playtest-Details == | == Playtest-Details == | ||
Spiel: [[ | Spiel: [[Spooky's Jump Scare Mansion]] | ||
Playtester: | Playtester: | ||
Anzahl der durchgeführten Tests: | [[MONKE CIRCLE]]: Lea Schramm, Kevin Killinger | ||
[[Schrödinger inside of a bag inside of a bag]]: Anna Mühlberger, Amelie Fuchs | |||
Anzahl der durchgeführten Tests: 4 | |||
== Interview == | == Interview == | ||
Zeile 13: | Zeile 17: | ||
=== Was hat den Spieler*innen gefallen? === | === Was hat den Spieler*innen gefallen? === | ||
Die Storybits und Monster waren die liebsten parts für die Tester. | |||
Die Steuerung hat gut funktioniert und das Spiel hat eine interessante Atmosphäre. | |||
=== Was hat den Spieler*innen nicht gefallen? === | === Was hat den Spieler*innen nicht gefallen? === | ||
Es ist recht eintönig und dauert lange bis etwas passiert. Es wirkt alles sehr repetitiv. | |||
Die Story ist unklar und man weiß nicht genau was sein Ziel ist. | |||
Die Pappfigur Jumpscares fühlen sich out of place an. | |||
=== Vorschläge für Verbesserungen === | === Vorschläge für Verbesserungen === | ||
Das Ziel klarer darstellen. Worum geht es? Warum gehe ich durch diese Räume? | |||
Man sollte merh Abwechslung in Designs und Mechaniken einbringen und mehr Geister einbauen, dass der Spieler sich nicht langweilt. | |||
== Game Experience Questionnaire Resultat == | == Game Experience Questionnaire Resultat == | ||
Zeile 31: | Zeile 43: | ||
! Frage !! Statement !! Durchschnittlicher Wert | ! Frage !! Statement !! Durchschnittlicher Wert | ||
|- | |- | ||
| 1 || I felt content || | | 1 || I felt content || 1.5 | ||
|- | |- | ||
| 2 || I felt skilful || | | 2 || I felt skilful || 2.0 | ||
|- | |- | ||
| 3 || I was interested in the game's story || | | 3 || I was interested in the game's story || 1.75 | ||
|- | |- | ||
| 4 || I thought it was fun || | | 4 || I thought it was fun || 1.25 | ||
|- | |- | ||
| 5 || I was fully occupied with the game || | | 5 || I was fully occupied with the game || 2.0 | ||
|- | |- | ||
| 6 || I felt happy || 0 | | 6 || I felt happy || 0.25 | ||
|- | |- | ||
| 7 || It gave me a bad mood || | | 7 || It gave me a bad mood || 1.5 | ||
|- | |- | ||
| 8 || I thought about other things || | | 8 || I thought about other things || 1.0 | ||
|- | |- | ||
| 9 || I found it tiresome || | | 9 || I found it tiresome || 2.5 | ||
|- | |- | ||
| 10 || I felt competent || | | 10 || I felt competent || 1.25 | ||
|- | |- | ||
| 11 || I thought it was hard || 0 | | 11 || I thought it was hard || 0.75 | ||
|- | |- | ||
| 12 || It was aesthetically pleasing || | | 12 || It was aesthetically pleasing || 1.0 | ||
|- | |- | ||
| 13 || I forgot everything around me || | | 13 || I forgot everything around me || 1.5 | ||
|- | |- | ||
| 14 || I felt good || | | 14 || I felt good || 1.5 | ||
|- | |- | ||
| 15 || I was good at it || | | 15 || I was good at it || 2.25 | ||
|- | |- | ||
| 16 || I felt bored || | | 16 || I felt bored || 3.25 | ||
|- | |- | ||
| 17 || I felt successful || | | 17 || I felt successful || 1.0 | ||
|- | |- | ||
| 18 || I felt imaginative || 0 | | 18 || I felt imaginative || 0.75 | ||
|- | |- | ||
| 19 || I felt that I could explore things || | | 19 || I felt that I could explore things || 1.0 | ||
|- | |- | ||
| 20 || I enjoyed it || | | 20 || I enjoyed it || 1.0 | ||
|- | |- | ||
| 21 || I was fast at reaching the game's targets || | | 21 || I was fast at reaching the game's targets || 1.0 | ||
|- | |- | ||
| 22 || I felt annoyed || | | 22 || I felt annoyed || 2.5 | ||
|- | |- | ||
| 23 || I felt pressured || | | 23 || I felt pressured || 1.75 | ||
|- | |- | ||
| 24 || I felt irritable || | | 24 || I felt irritable || 1.5 | ||
|- | |- | ||
| 25 || I lost track of time || | | 25 || I lost track of time || 1.75 | ||
|- | |- | ||
| 26 || I felt challenged || 0 | | 26 || I felt challenged || 0.75 | ||
|- | |- | ||
| 27 || I found it impressive || 0 | | 27 || I found it impressive || 0.75 | ||
|- | |- | ||
| 28 || I was deeply concentrated in the game || | | 28 || I was deeply concentrated in the game || 1.25 | ||
|- | |- | ||
| 29 || I felt frustrated || | | 29 || I felt frustrated || 2.25 | ||
|- | |- | ||
| 30 || It felt like a rich experience|| 0 | | 30 || It felt like a rich experience|| 0.75 | ||
|- | |- | ||
| 31 || I lost connection with the outside world || | | 31 || I lost connection with the outside world || 1.0 | ||
|- | |- | ||
| 32 || I felt time pressure || 0 | | 32 || I felt time pressure || 0.75 | ||
|- | |- | ||
| 33 || I had to put a lot of effort into it || 0 | | 33 || I had to put a lot of effort into it || 0.25 | ||
|} | |} | ||
Zeile 102: | Zeile 114: | ||
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): | * Competence (Fragen 2, 10, 15, 17 und 21): 7.75 | ||
* Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): | * Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): 6.0 | ||
* Flow (Fragen 5, 13, 25, 28 und 31): | * Flow (Fragen 5, 13, 25, 28 und 31): 7.5 | ||
* Tension/Annoyance (Fragen 22, 24 und 29): | * Tension/Annoyance (Fragen 22, 24 und 29): 6.25 | ||
* Challenge (Fragen 11, 23, 26, 32 und 33): | * Challenge (Fragen 11, 23, 26, 32 und 33): 4.25 | ||
* Negative affect (Fragen 7, 8, 9 und 16): | * Negative affect (Fragen 7, 8, 9 und 16): 8.25 | ||
* Positive affect (Fragen 1, 4, 6, 14 und 20): | * Positive affect (Fragen 1, 4, 6, 14 und 20): 5.75 | ||
[[Kategorie:Playtest]] | [[Kategorie:Playtest]] | ||
[[Kategorie:Playtest im SS 2023]] | [[Kategorie:Playtest im SS 2023]] |
Aktuelle Version vom 19. Juli 2023, 11:22 Uhr
Dies ist ein Playtest-Report des Teams Goos für das Fach Game Design Fundamentals.
Playtest-Details
Spiel: Spooky's Jump Scare Mansion
Playtester:
MONKE CIRCLE: Lea Schramm, Kevin Killinger
Schrödinger inside of a bag inside of a bag: Anna Mühlberger, Amelie Fuchs
Anzahl der durchgeführten Tests: 4
Interview
Was hat den Spieler*innen gefallen?
Die Storybits und Monster waren die liebsten parts für die Tester.
Die Steuerung hat gut funktioniert und das Spiel hat eine interessante Atmosphäre.
Was hat den Spieler*innen nicht gefallen?
Es ist recht eintönig und dauert lange bis etwas passiert. Es wirkt alles sehr repetitiv.
Die Story ist unklar und man weiß nicht genau was sein Ziel ist.
Die Pappfigur Jumpscares fühlen sich out of place an.
Vorschläge für Verbesserungen
Das Ziel klarer darstellen. Worum geht es? Warum gehe ich durch diese Räume?
Man sollte merh Abwechslung in Designs und Mechaniken einbringen und mehr Geister einbauen, dass der Spieler sich nicht langweilt.
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 | 1.5 |
2 | I felt skilful | 2.0 |
3 | I was interested in the game's story | 1.75 |
4 | I thought it was fun | 1.25 |
5 | I was fully occupied with the game | 2.0 |
6 | I felt happy | 0.25 |
7 | It gave me a bad mood | 1.5 |
8 | I thought about other things | 1.0 |
9 | I found it tiresome | 2.5 |
10 | I felt competent | 1.25 |
11 | I thought it was hard | 0.75 |
12 | It was aesthetically pleasing | 1.0 |
13 | I forgot everything around me | 1.5 |
14 | I felt good | 1.5 |
15 | I was good at it | 2.25 |
16 | I felt bored | 3.25 |
17 | I felt successful | 1.0 |
18 | I felt imaginative | 0.75 |
19 | I felt that I could explore things | 1.0 |
20 | I enjoyed it | 1.0 |
21 | I was fast at reaching the game's targets | 1.0 |
22 | I felt annoyed | 2.5 |
23 | I felt pressured | 1.75 |
24 | I felt irritable | 1.5 |
25 | I lost track of time | 1.75 |
26 | I felt challenged | 0.75 |
27 | I found it impressive | 0.75 |
28 | I was deeply concentrated in the game | 1.25 |
29 | I felt frustrated | 2.25 |
30 | It felt like a rich experience | 0.75 |
31 | I lost connection with the outside world | 1.0 |
32 | I felt time pressure | 0.75 |
33 | I had to put a lot of effort into it | 0.25 |
Auswertung der Komponenten
Die 7 Komponenten des Game Experience Questionnaire weisen die folgenden Mittelwerte auf:
- Competence (Fragen 2, 10, 15, 17 und 21): 7.75
- Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): 6.0
- Flow (Fragen 5, 13, 25, 28 und 31): 7.5
- Tension/Annoyance (Fragen 22, 24 und 29): 6.25
- Challenge (Fragen 11, 23, 26, 32 und 33): 4.25
- Negative affect (Fragen 7, 8, 9 und 16): 8.25
- Positive affect (Fragen 1, 4, 6, 14 und 20): 5.75