Mimpi Dreams (Playtest von Boobies On The Rise): Unterschied zwischen den Versionen
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Dies ist ein '''Playtest-Report''' des Teams [[Boobies On The Rise]] für das Fach [[Game Design Fundamentals]]. | Dies ist ein '''Playtest-Report''' des Teams [[Boobies On The Rise]] für das Fach [[Game Design Fundamentals]]. | ||
==Playtest-Details== | ==Playtest-Details== | ||
Spiel: Mimpi Dreams | Spiel: [[Mimpi Dreams]] | ||
Playtester: [[Six Shooter Squad]], [[Errr Games]] | Playtester: [[Six Shooter Squad]], [[Errr Games]] | ||
Anzahl der durchgeführten Tests: 5 | |||
==Interview== | ==Interview== | ||
===Was hat den Spieler*innen gefallen?=== | ===Was hat den Spieler*innen gefallen?=== | ||
Zeile 68: | Zeile 69: | ||
!Frage!!Statement!!Durchschnittlicher Wert | !Frage!!Statement!!Durchschnittlicher Wert | ||
|- | |- | ||
|1||I felt content||2 | |1||I felt content||3,2 | ||
|- | |- | ||
|2||I felt skilful|| | |2||I felt skilful||3 | ||
|- | |- | ||
|3||I was interested in the game's story|| | |3||I was interested in the game's story||3,4 | ||
|- | |- | ||
|4||I thought it was fun|| | |4||I thought it was fun||3,6 | ||
|- | |- | ||
|5||I was fully occupied with the game|| | |5||I was fully occupied with the game||3 | ||
|- | |- | ||
|6||I felt happy|| | |6||I felt happy||3,6 | ||
|- | |- | ||
|7||It gave me a bad mood||0,0 | |7||It gave me a bad mood||0,0 | ||
|- | |- | ||
|8||I thought about other things||0, | |8||I thought about other things||0,2 | ||
|- | |- | ||
|9||I found it tiresome||0,0 | |9||I found it tiresome||0,0 | ||
|- | |- | ||
|10||I felt competent|| | |10||I felt competent||2,5 | ||
|- | |- | ||
|11||I thought it was hard|| | |11||I thought it was hard||1 | ||
|- | |- | ||
|12||It was aesthetically pleasing|| | |12||It was aesthetically pleasing||3,6 | ||
|- | |- | ||
|13||I forgot everything around me|| | |13||I forgot everything around me||1,6 | ||
|- | |- | ||
|14||I felt good|| | |14||I felt good||3,4 | ||
|- | |- | ||
|15||I was good at it|| | |15||I was good at it||3,2 | ||
|- | |- | ||
|16||I felt bored||0,0 | |16||I felt bored||0,0 | ||
|- | |- | ||
|17||I felt successful|| | |17||I felt successful||3,2 | ||
|- | |- | ||
|18||I felt imaginative|| | |18||I felt imaginative||2,4 | ||
|- | |- | ||
|19||I felt that I could explore things|| | |19||I felt that I could explore things||2,4 | ||
|- | |- | ||
|20||I enjoyed it|| | |20||I enjoyed it||3,8 | ||
|- | |- | ||
|21||I was fast at reaching the game's targets|| | |21||I was fast at reaching the game's targets||2,6 | ||
|- | |- | ||
|22||I felt annoyed||0, | |22||I felt annoyed||0,75 | ||
|- | |- | ||
|23||I felt pressured||0, | |23||I felt pressured||0,4 | ||
|- | |- | ||
|24||I felt irritable||0, | |24||I felt irritable||0,2 | ||
|- | |- | ||
|25||I lost track of time|| | |25||I lost track of time||1,8 | ||
|- | |- | ||
|26||I felt challenged|| | |26||I felt challenged||1,8 | ||
|- | |- | ||
|27||I found it impressive|| | |27||I found it impressive||3,4 | ||
|- | |- | ||
|28||I was deeply concentrated in the game|| | |28||I was deeply concentrated in the game||2,4 | ||
|- | |- | ||
|29||I felt frustrated||0,0 | |29||I felt frustrated||0,0 | ||
|- | |- | ||
|30||It felt like a rich experience|| | |30||It felt like a rich experience||2 | ||
|- | |- | ||
|31||I lost connection with the outside world||0, | |31||I lost connection with the outside world||0,2 | ||
|- | |- | ||
|32||I felt time pressure||0,0 | |32||I felt time pressure||0,0 | ||
|- | |- | ||
|33||I had to put a lot of effort into it||0, | |33||I had to put a lot of effort into it||0,8 | ||
|} | |} | ||
===Auswertung der Komponenten=== | ===Auswertung der Komponenten=== | ||
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): 2,9 | ||
*Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): | *Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): 2,87 | ||
*Flow (Fragen 5, 13, 25, 28 und 31): | *Flow (Fragen 5, 13, 25, 28 und 31): 1,8 | ||
*Tension/Annoyance (Fragen 22, 24 und 29): 0, | *Tension/Annoyance (Fragen 22, 24 und 29): 0,32 | ||
*Challenge (Fragen 11, 23, 26, 32 und 33): 0, | *Challenge (Fragen 11, 23, 26, 32 und 33): 0,8 | ||
*Negative affect (Fragen 7, 8, 9 und 16): 0, | *Negative affect (Fragen 7, 8, 9 und 16): 0,05 | ||
*Positive affect (Fragen 1, 4, 6, 14 und 20): | *Positive affect (Fragen 1, 4, 6, 14 und 20): 3,52 | ||
[[Kategorie:Playtest]] | |||
[[Kategorie:Playtest im SS 2023]] |
Aktuelle Version vom 20. Juli 2023, 13:36 Uhr
Dies ist ein Playtest-Report des Teams Boobies On The Rise für das Fach Game Design Fundamentals.
Playtest-Details
Spiel: Mimpi Dreams
Playtester: Six Shooter Squad, Errr Games
Anzahl der durchgeführten Tests: 5
Interview
Was hat den Spieler*innen gefallen?
Schönes Design
Wird alles erklärt
Rätsel mit Jump and Run verknüpft
Hund ist cute und schön
Abwechslungsreich
Man muss nachdenken
Steuerung lustig und simpel
Schöne Musik
Witzig
Puzzles sind sehr cool
Cool, dass man Bäume umtreten kann
Gegner sehen cool aus
Neue Kostüme
Was hat den Spieler*innen nicht gefallen?
Steuerung mit der Maus und Tasten gewöhnungsbedürftig
Bewegungen vom Hund nicht sehr smooth
Wenig erklärt
Verwirrend
Rätsel zu schwer
Unendliche Leben
Vorschläge für Verbesserungen
Anfangs erklären, dass man die Maus auch braucht
Blasen mit Zeichen drin waren verwirrend, Text wär besser
Movements vom Hund verbessern
Wenn man Sprinten könnte
Deutlich machen, dass man für Hinweise bezahlt
Bessere visuelle Verdeutlichung wenn man etwas geschafft hat
Man sollte auf Holz landen können
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 | 3,2 |
2 | I felt skilful | 3 |
3 | I was interested in the game's story | 3,4 |
4 | I thought it was fun | 3,6 |
5 | I was fully occupied with the game | 3 |
6 | I felt happy | 3,6 |
7 | It gave me a bad mood | 0,0 |
8 | I thought about other things | 0,2 |
9 | I found it tiresome | 0,0 |
10 | I felt competent | 2,5 |
11 | I thought it was hard | 1 |
12 | It was aesthetically pleasing | 3,6 |
13 | I forgot everything around me | 1,6 |
14 | I felt good | 3,4 |
15 | I was good at it | 3,2 |
16 | I felt bored | 0,0 |
17 | I felt successful | 3,2 |
18 | I felt imaginative | 2,4 |
19 | I felt that I could explore things | 2,4 |
20 | I enjoyed it | 3,8 |
21 | I was fast at reaching the game's targets | 2,6 |
22 | I felt annoyed | 0,75 |
23 | I felt pressured | 0,4 |
24 | I felt irritable | 0,2 |
25 | I lost track of time | 1,8 |
26 | I felt challenged | 1,8 |
27 | I found it impressive | 3,4 |
28 | I was deeply concentrated in the game | 2,4 |
29 | I felt frustrated | 0,0 |
30 | It felt like a rich experience | 2 |
31 | I lost connection with the outside world | 0,2 |
32 | I felt time pressure | 0,0 |
33 | I had to put a lot of effort into it | 0,8 |
Auswertung der Komponenten
Die 7 Komponenten des Game Experience Questionnaire weisen die folgenden Mittelwerte auf:
- Competence (Fragen 2, 10, 15, 17 und 21): 2,9
- Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): 2,87
- Flow (Fragen 5, 13, 25, 28 und 31): 1,8
- Tension/Annoyance (Fragen 22, 24 und 29): 0,32
- Challenge (Fragen 11, 23, 26, 32 und 33): 0,8
- Negative affect (Fragen 7, 8, 9 und 16): 0,05
- Positive affect (Fragen 1, 4, 6, 14 und 20): 3,52