Mimpi Dreams (Playtest von Void): Unterschied zwischen den Versionen

Aus hagenberg.games Wiki
(Die Seite wurde neu angelegt: „Dies ist ein '''Playtest-Report''' des Teams Void für das Fach Game Design Fundamentals. == Playtest-Details == Spiel: [https://store.steampowered.com/app/444770/Mimpi_Dreams/] Playtester: SNAKED und SUPER MTD BROS Anzahl der durchgeführten Tests: 2 == Interview == === Was hat den Spieler*innen gefallen? === * Niedliche Grafiken === Was hat den Spieler*innen nicht gefallen? === * Die Steuerung auf der Tastatur. * Wenig intuitive…“)
 
Keine Bearbeitungszusammenfassung
Zeile 34: Zeile 34:
| 1 || I felt content || 3
| 1 || I felt content || 3
|-
|-
| 2 || I felt skilful || 2.4
| 2 || I felt skilful || 4
|-
|-
| 3 || I was interested in the game's story || 3
| 3 || I was interested in the game's story || 1
|-
|-
| 4 || I thought it was fun || 3.2
| 4 || I thought it was fun || 2
|-
|-
| 5 || I was fully occupied with the game || 3.8
| 5 || I was fully occupied with the game || 3
|-
|-
| 6 || I felt happy || 3
| 6 || I felt happy || 3
|-
|-
| 7  || It gave me a bad mood || 0.8
| 7  || It gave me a bad mood || 0
|-
|-
| 8 || I thought about other things || 1.6
| 8 || I thought about other things || 3
|-
|-
| 9 || I found it tiresome || 1.2
| 9 || I found it tiresome || 0
|-
|-
| 10 || I felt competent || 2.4
| 10 || I felt competent || 4
|-
|-
| 11 || I thought it was hard || 3.2
| 11 || I thought it was hard || 0
|-
|-
| 12 || It was aesthetically pleasing || 3.6
| 12 || It was aesthetically pleasing || 2
|-
|-
| 13 || I forgot everything around me || 2
| 13 || I forgot everything around me || 0
|-
|-
| 14 || I felt good || 3.4
| 14 || I felt good || 2
|-
|-
| 15 || I was good at it || 2.6
| 15 || I was good at it || 4
|-
|-
| 16 || I felt bored || 0,0
| 16 || I felt bored || 1
|-
|-
| 17 || I felt successful || 3
| 17 || I felt successful || 4
|-
|-
| 18 || I felt imaginative || 3.2
| 18 || I felt imaginative || 1
|-
|-
| 19 || I felt that I could explore things || 3.2
| 19 || I felt that I could explore things || 1
|-
|-
| 20 || I enjoyed it || 3.6
| 20 || I enjoyed it || 2
|-
|-
| 21 || I was fast at reaching the game's targets || 2.2
| 21 || I was fast at reaching the game's targets || 4
|-
|-
| 22 || I felt annoyed || 1
| 22 || I felt annoyed || 1
|-
|-
| 23 || I felt pressured || 0.6
| 23 || I felt pressured || 0
|-
|-
| 24 || I felt irritable || 0.6
| 24 || I felt irritable || 0
|-
|-
| 25 || I lost track of time || 2.8
| 25 || I lost track of time || 1
|-
|-
| 26 || I felt challenged || 3
| 26 || I felt challenged || 0
|-
|-
| 27 || I found it impressive || 2.8
| 27 || I found it impressive || 1
|-
|-
| 28 || I was deeply concentrated in the game || 3.8
| 28 || I was deeply concentrated in the game || 0
|-
|-
| 29 || I felt frustrated || 1.4
| 29 || I felt frustrated || 0
|-
|-
| 30 || It felt like a rich experience|| 2.4
| 30 || It felt like a rich experience|| 0
|-
|-
| 31 || I lost connection with the outside world || 1.8
| 31 || I lost connection with the outside world || 0
|-
|-
| 32 || I felt time pressure || 0
| 32 || I felt time pressure || 0
|-
|-
| 33 || I had to put a lot of effort into it || 3.4
| 33 || I had to put a lot of effort into it || 0
|}
|}



Version vom 15. Juni 2023, 21:45 Uhr

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

Playtest-Details

Spiel: [1]

Playtester: SNAKED und SUPER MTD BROS

Anzahl der durchgeführten Tests: 2

Interview

Was hat den Spieler*innen gefallen?

  • Niedliche Grafiken

Was hat den Spieler*innen nicht gefallen?

  • Die Steuerung auf der Tastatur.
  • Wenig intuitives Startmenü

Vorschläge für Verbesserungen

  • idk

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

Auswertung der Komponenten

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

  • Competence (Fragen 2, 10, 15, 17 und 21): 2.52
  • Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): 3.03
  • Flow (Fragen 5, 13, 25, 28 und 31): 2.84
  • Tension/Annoyance (Fragen 22, 24 und 29): 1
  • Challenge (Fragen 11, 23, 26, 32 und 33): 2.04
  • Negative affect (Fragen 7, 8, 9 und 16): 0.4
  • Positive affect (Fragen 1, 4, 6, 14 und 20): 3.24