Life is Strange - Episode 1 (Playtest): Unterschied zwischen den Versionen
K (Wolfgang.hochleitner verschob die Seite Playtesting: Life is Strange -Episode 1 nach Life is Strange - Episode 1 (Playtest), ohne dabei eine Weiterleitung anzulegen: Namenskonvention) |
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Dies ist ein '''Playtest-Report''' des Teams [[Roots&Pixels]] für das Fach [[Game Design Fundamentals]]. | Dies ist ein '''Playtest-Report''' des Teams [[Roots & Pixels]] für das Fach [[Game Design Fundamentals]]. | ||
== Playtest-Details == | == Playtest-Details == | ||
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*Dass deine Entscheidungen das Ende beeinflussen. | *Dass deine Entscheidungen das Ende beeinflussen. | ||
*Das Design und die Storyline. Die Steurung war ebenfalls sehr interessant und man kann viele verschiedene Aktionen machen. | *Das Design und die Storyline. Die Steurung war ebenfalls sehr interessant und man kann viele verschiedene Aktionen machen. | ||
*Die Story | |||
=== Was hat den Spieler*innen nicht gefallen? === | === Was hat den Spieler*innen nicht gefallen? === | ||
* Manchmal unklar wo man hin muss. | * Manchmal war unklar, wo man hin muss. | ||
*Zu viel Text. | |||
=== Vorschläge für Verbesserungen === | === Vorschläge für Verbesserungen === | ||
Zeile 25: | Zeile 27: | ||
* Nach einer Zeit einen Tipp, wo man etwas findet oder wo man hin muss. | * Nach einer Zeit einen Tipp, wo man etwas findet oder wo man hin muss. | ||
*Die sensetive Einstellungen (bug) machen das Spielen etwas anstrengend. | *Die sensetive Einstellungen (bug) machen das Spielen etwas anstrengend. | ||
*Weniger Text. | |||
== Game Experience Questionnaire Resultat == | == Game Experience Questionnaire Resultat == | ||
Zeile 54: | Zeile 57: | ||
| 10 || I felt competent || 2,75 | | 10 || I felt competent || 2,75 | ||
|- | |- | ||
| 11 || I thought it was hard || 0, | | 11 || I thought it was hard || 0,25 | ||
|- | |- | ||
| 12 || It was aesthetically pleasing || | | 12 || It was aesthetically pleasing || 3 | ||
|- | |- | ||
| 13 || I forgot everything around me || | | 13 || I forgot everything around me || 2,25 | ||
|- | |- | ||
| 14 || I felt good || | | 14 || I felt good || 2,75 | ||
|- | |- | ||
| 15 || I was good at it || | | 15 || I was good at it || 3 | ||
|- | |- | ||
| 16 || I felt bored || 0, | | 16 || I felt bored || 0,5 | ||
|- | |- | ||
| 17 || I felt successful || | | 17 || I felt successful || 3,25 | ||
|- | |- | ||
| 18 || I felt imaginative || | | 18 || I felt imaginative || 2,75 | ||
|- | |- | ||
| 19 || I felt that I could explore things || | | 19 || I felt that I could explore things || 3,25 | ||
|- | |- | ||
| 20 || I enjoyed it || | | 20 || I enjoyed it || 3,25 | ||
|- | |- | ||
| 21 || I was fast at reaching the game's targets || | | 21 || I was fast at reaching the game's targets || 2,75 | ||
|- | |- | ||
| 22 || I felt annoyed || 0, | | 22 || I felt annoyed || 0,75 | ||
|- | |- | ||
| 23 || I felt pressured || 0, | | 23 || I felt pressured || 0,25 | ||
|- | |- | ||
| 24 || I felt irritable || 0, | | 24 || I felt irritable || 0,25 | ||
|- | |- | ||
| 25 || I lost track of time || | | 25 || I lost track of time || 1,5 | ||
|- | |- | ||
| 26 || I felt challenged || | | 26 || I felt challenged || 1,75 | ||
|- | |- | ||
| 27 || I found it impressive || | | 27 || I found it impressive || 2,75 | ||
|- | |- | ||
| 28 || I was deeply concentrated in the game || | | 28 || I was deeply concentrated in the game || 2,75 | ||
|- | |- | ||
| 29 || I felt frustrated || 0, | | 29 || I felt frustrated || 0,75 | ||
|- | |- | ||
| 30 || It felt like a rich experience|| | | 30 || It felt like a rich experience|| 2,75 | ||
|- | |- | ||
| 31 || I lost connection with the outside world || | | 31 || I lost connection with the outside world || 1,75 | ||
|- | |- | ||
| 32 || I felt time pressure || 0, | | 32 || I felt time pressure || 0,5 | ||
|- | |- | ||
| 33 || I had to put a lot of effort into it || | | 33 || I had to put a lot of effort into it || 1 | ||
|} | |} | ||
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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): '''2,8''' | ||
* Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): | * Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): '''3,041''' | ||
* Flow (Fragen 5, 13, 25, 28 und 31): | * Flow (Fragen 5, 13, 25, 28 und 31): '''2,25''' | ||
* Tension/Annoyance (Fragen 22, 24 und 29): 0, | * Tension/Annoyance (Fragen 22, 24 und 29): '''0,583''' | ||
* Challenge (Fragen 11, 23, 26, 32 und 33): 0, | * Challenge (Fragen 11, 23, 26, 32 und 33): '''0,75''' | ||
* Negative affect (Fragen 7, 8, 9 und 16): 0, | * Negative affect (Fragen 7, 8, 9 und 16): '''0,625''' | ||
* Positive affect (Fragen 1, 4, 6, 14 und 20): | * Positive affect (Fragen 1, 4, 6, 14 und 20): '''2,95''' | ||
[[Kategorie:Playtest]] | [[Kategorie:Playtest]] | ||
[[Kategorie:Playtest im SS 2023]] | [[Kategorie:Playtest im SS 2023]] |
Aktuelle Version vom 20. Juli 2023, 13:14 Uhr
Dies ist ein Playtest-Report des Teams Roots & Pixels für das Fach Game Design Fundamentals.
Playtest-Details
Spiel: Life is Strange - Episode 1.
Playtester: FEmily und Die Fuzis.
Anzahl der durchgeführten Tests: 4.
Interview
Was hat den Spieler*innen gefallen?
- Dass es keine klare Regeln gibt (man darf selber entscheiden, ob man die Zeit zurückspulen oder nicht).
- Dass deine Entscheidungen das Ende beeinflussen.
- Das Design und die Storyline. Die Steurung war ebenfalls sehr interessant und man kann viele verschiedene Aktionen machen.
- Die Story
Was hat den Spieler*innen nicht gefallen?
- Manchmal war unklar, wo man hin muss.
- Zu viel Text.
Vorschläge für Verbesserungen
- Nach einer Zeit einen Tipp, wo man etwas findet oder wo man hin muss.
- Die sensetive Einstellungen (bug) machen das Spielen etwas anstrengend.
- Weniger Text.
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 | 3,0 |
2 | I felt skilful | 2,25 |
3 | I was interested in the game's story | 3,75 |
4 | I thought it was fun | 3,25 |
5 | I was fully occupied with the game | 3,0 |
6 | I felt happy | 2,5 |
7 | It gave me a bad mood | 0,25 |
8 | I thought about other things | 1,25 |
9 | I found it tiresome | 0,5 |
10 | I felt competent | 2,75 |
11 | I thought it was hard | 0,25 |
12 | It was aesthetically pleasing | 3 |
13 | I forgot everything around me | 2,25 |
14 | I felt good | 2,75 |
15 | I was good at it | 3 |
16 | I felt bored | 0,5 |
17 | I felt successful | 3,25 |
18 | I felt imaginative | 2,75 |
19 | I felt that I could explore things | 3,25 |
20 | I enjoyed it | 3,25 |
21 | I was fast at reaching the game's targets | 2,75 |
22 | I felt annoyed | 0,75 |
23 | I felt pressured | 0,25 |
24 | I felt irritable | 0,25 |
25 | I lost track of time | 1,5 |
26 | I felt challenged | 1,75 |
27 | I found it impressive | 2,75 |
28 | I was deeply concentrated in the game | 2,75 |
29 | I felt frustrated | 0,75 |
30 | It felt like a rich experience | 2,75 |
31 | I lost connection with the outside world | 1,75 |
32 | I felt time pressure | 0,5 |
33 | I had to put a lot of effort into it | 1 |
Auswertung der Komponenten
Die 7 Komponenten des Game Experience Questionnaire weisen die folgenden Mittelwerte auf:
- Competence (Fragen 2, 10, 15, 17 und 21): 2,8
- Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): 3,041
- Flow (Fragen 5, 13, 25, 28 und 31): 2,25
- Tension/Annoyance (Fragen 22, 24 und 29): 0,583
- Challenge (Fragen 11, 23, 26, 32 und 33): 0,75
- Negative affect (Fragen 7, 8, 9 und 16): 0,625
- Positive affect (Fragen 1, 4, 6, 14 und 20): 2,95