Emily is Away (Playtest von Cut & Pasta): Unterschied zwischen den Versionen
Keine Bearbeitungszusammenfassung |
Keine Bearbeitungszusammenfassung |
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=== Was hat den Spieler*innen gefallen? === | === Was hat den Spieler*innen gefallen? === | ||
Die Story des Spieles wurde von den Testern gelobt und generell gesehen, wurde die Möglichkeit aktiv an der Story durch Spielentscheidungen mitzuwirken gut empfangen. | |||
Zudem fanden einige Spieler die Schreibmechaniken des Spiels sehr interessant. | |||
=== Was hat den Spieler*innen nicht gefallen? === | === Was hat den Spieler*innen nicht gefallen? === | ||
Einige der Entscheidungen während des Spielens wurden als nicht wirkungsstark genug empfunden und wiederum andere Entscheidungen spielten sich nicht so aus, wie der Spieler es beim Auswählen erwartet hatte. | |||
=== Vorschläge für Verbesserungen === | === Vorschläge für Verbesserungen === | ||
Entscheidungen sollten drastischere Folgen haben, aber allerdings auch klarer zum Spieler kommuniziert werden. | |||
== Game Experience Questionnaire Resultat == | == Game Experience Questionnaire Resultat == | ||
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! Frage !! Statement !! Durchschnittlicher Wert | ! Frage !! Statement !! Durchschnittlicher Wert | ||
|- | |- | ||
| 1 || I felt content || | | 1 || I felt content || 2,3 | ||
|- | |- | ||
| 2 || I felt skilful || | | 2 || I felt skilful || 1,6 | ||
|- | |- | ||
| 3 || I was interested in the game's story || | | 3 || I was interested in the game's story || 3,0 | ||
|- | |- | ||
| 4 || I thought it was fun || | | 4 || I thought it was fun || 2,4 | ||
|- | |- | ||
| 5 || I was fully occupied with the game || | | 5 || I was fully occupied with the game || 1,6 | ||
|- | |- | ||
| 6 || I felt happy || | | 6 || I felt happy || 2,4 | ||
|- | |- | ||
| 7 || It gave me a bad mood || 0, | | 7 || It gave me a bad mood || 0,6 | ||
|- | |- | ||
| 8 || I thought about other things || | | 8 || I thought about other things || 1,6 | ||
|- | |- | ||
| 9 || I found it tiresome || | | 9 || I found it tiresome || 1,8 | ||
|- | |- | ||
| 10 || I felt competent || | | 10 || I felt competent || 1,5 | ||
|- | |- | ||
| 11 || I thought it was hard || 0, | | 11 || I thought it was hard || 0,2 | ||
|- | |- | ||
| 12 || It was aesthetically pleasing || | | 12 || It was aesthetically pleasing || 2,0 | ||
|- | |- | ||
| 13 || I forgot everything around me || 0, | | 13 || I forgot everything around me || 0,8 | ||
|- | |- | ||
| 14 || I felt good || | | 14 || I felt good || 2,0 | ||
|- | |- | ||
| 15 || I was good at it || | | 15 || I was good at it || 2,8 | ||
|- | |- | ||
| 16 || I felt bored || | | 16 || I felt bored || 1,2 | ||
|- | |- | ||
| 17 || I felt successful || | | 17 || I felt successful || 1,8 | ||
|- | |- | ||
| 18 || I felt imaginative || | | 18 || I felt imaginative || 2,8 | ||
|- | |- | ||
| 19 || I felt that I could explore things || | | 19 || I felt that I could explore things || 2,0 | ||
|- | |- | ||
| 20 || I enjoyed it || | | 20 || I enjoyed it || 3,0 | ||
|- | |- | ||
| 21 || I was fast at reaching the game's targets || | | 21 || I was fast at reaching the game's targets || 2,8 | ||
|- | |- | ||
| 22 || I felt annoyed || | | 22 || I felt annoyed || 1,4 | ||
|- | |- | ||
| 23 || I felt pressured || 0, | | 23 || I felt pressured || 0,2 | ||
|- | |- | ||
| 24 || I felt irritable || 0, | | 24 || I felt irritable || 0,4 | ||
|- | |- | ||
| 25 || I lost track of time || 0, | | 25 || I lost track of time || 0,6 | ||
|- | |- | ||
| 26 || I felt challenged || 0, | | 26 || I felt challenged || 0,4 | ||
|- | |- | ||
| 27 || I found it impressive || 0, | | 27 || I found it impressive || 0,8 | ||
|- | |- | ||
| 28 || I was deeply concentrated in the game || | | 28 || I was deeply concentrated in the game || 1,4 | ||
|- | |- | ||
| 29 || I felt frustrated || | | 29 || I felt frustrated || 1,0 | ||
|- | |- | ||
| 30 || It felt like a rich experience|| 0, | | 30 || It felt like a rich experience|| 0,6 | ||
|- | |- | ||
| 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, | | 32 || I felt time pressure || 0,8 | ||
|- | |- | ||
| 33 || I had to put a lot of effort into it || 0,0 | | 33 || I had to put a lot of effort into it || 0,0 | ||
Zeile 101: | Zeile 103: | ||
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): 1,925 | ||
* Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): | * Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): 2,08 | ||
* Flow (Fragen 5, 13, 25, 28 und 31): 0, | * Flow (Fragen 5, 13, 25, 28 und 31): 0,92 | ||
* Tension/Annoyance (Fragen 22, 24 und 29): 0, | * Tension/Annoyance (Fragen 22, 24 und 29): 0,93 | ||
* Challenge (Fragen 11, 23, 26, 32 und 33): 0, | * Challenge (Fragen 11, 23, 26, 32 und 33): 0,32 | ||
* Negative affect (Fragen 7, 8, 9 und 16): | * Negative affect (Fragen 7, 8, 9 und 16): 1,3 | ||
* Positive affect (Fragen 1, 4, 6, 14 und 20): | * Positive affect (Fragen 1, 4, 6, 14 und 20): 2,42 | ||
[[Kategorie:Playtest]] | [[Kategorie:Playtest]] | ||
[[Kategorie:Playtest im SS 2022]] | [[Kategorie:Playtest im SS 2022]] |
Version vom 9. Juni 2022, 17:17 Uhr
Dies ist ein Playtest-Report des Teams Cut & Pasta für das Fach Game Design Fundamentals.
Playtest-Details
Spiel: Emily is Away
Playtester: The Blooming Idiots
Interview
Was hat den Spieler*innen gefallen?
Die Story des Spieles wurde von den Testern gelobt und generell gesehen, wurde die Möglichkeit aktiv an der Story durch Spielentscheidungen mitzuwirken gut empfangen.
Zudem fanden einige Spieler die Schreibmechaniken des Spiels sehr interessant.
Was hat den Spieler*innen nicht gefallen?
Einige der Entscheidungen während des Spielens wurden als nicht wirkungsstark genug empfunden und wiederum andere Entscheidungen spielten sich nicht so aus, wie der Spieler es beim Auswählen erwartet hatte.
Vorschläge für Verbesserungen
Entscheidungen sollten drastischere Folgen haben, aber allerdings auch klarer zum Spieler kommuniziert werden.
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 | 2,3 |
2 | I felt skilful | 1,6 |
3 | I was interested in the game's story | 3,0 |
4 | I thought it was fun | 2,4 |
5 | I was fully occupied with the game | 1,6 |
6 | I felt happy | 2,4 |
7 | It gave me a bad mood | 0,6 |
8 | I thought about other things | 1,6 |
9 | I found it tiresome | 1,8 |
10 | I felt competent | 1,5 |
11 | I thought it was hard | 0,2 |
12 | It was aesthetically pleasing | 2,0 |
13 | I forgot everything around me | 0,8 |
14 | I felt good | 2,0 |
15 | I was good at it | 2,8 |
16 | I felt bored | 1,2 |
17 | I felt successful | 1,8 |
18 | I felt imaginative | 2,8 |
19 | I felt that I could explore things | 2,0 |
20 | I enjoyed it | 3,0 |
21 | I was fast at reaching the game's targets | 2,8 |
22 | I felt annoyed | 1,4 |
23 | I felt pressured | 0,2 |
24 | I felt irritable | 0,4 |
25 | I lost track of time | 0,6 |
26 | I felt challenged | 0,4 |
27 | I found it impressive | 0,8 |
28 | I was deeply concentrated in the game | 1,4 |
29 | I felt frustrated | 1,0 |
30 | It felt like a rich experience | 0,6 |
31 | I lost connection with the outside world | 0,2 |
32 | I felt time pressure | 0,8 |
33 | I had to put a lot of effort into it | 0,0 |
Auswertung der Komponenten
Die 7 Komponenten des Game Experience Questionnaire weisen die folgenden Mittelwerte auf:
- Competence (Fragen 2, 10, 15, 17 und 21): 1,925
- Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): 2,08
- Flow (Fragen 5, 13, 25, 28 und 31): 0,92
- Tension/Annoyance (Fragen 22, 24 und 29): 0,93
- Challenge (Fragen 11, 23, 26, 32 und 33): 0,32
- Negative affect (Fragen 7, 8, 9 und 16): 1,3
- Positive affect (Fragen 1, 4, 6, 14 und 20): 2,42