How Fish Is Made (Playtest): Unterschied zwischen den Versionen
How Fish Is Made (Playtest) (Quelltext anzeigen)
Version vom 19. Juli 2023, 12:22 Uhr
, 19. Juli 2023Link zum Game aktualisiert
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(8 dazwischenliegende Versionen von 2 Benutzern werden nicht angezeigt) | |||
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This is a '''Playtest-Report''' of the team [[Schrödinger inside of a bag inside of a bag]] for [[Game Design Fundamentals]]. | |||
== Playtest-Details == | == Playtest-Details == | ||
Game: [[How Fish Is Made]] | |||
Playtester: [[ | Playtester: [[Xternisten]], [[A14B]], [[GOOS]] | ||
Numbers of tests performed: 9 | |||
== Interview == | == Interview == | ||
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The majority of the people who tested the game really liked the uncertainty of it - how you´re never sure if you´ve made a right or wrong decision, or if you´ve even made a decision at all. The game has a rather unusual core theme and style (visual & sound-wise) and comes across as very intense. The illusion of choice, unexpected poetry in the dialogs and the feeling that there´s a hidden philosophy besides the rather obvious primary meaning of the game (literally how fish is made and the unethical consumption of fish) made for a rather interesting game. | The majority of the people who tested the game really liked the uncertainty of it - how you´re never sure if you´ve made a right or wrong decision, or if you´ve even made a decision at all. The game has a rather unusual core theme and style (visual & sound-wise) and comes across as very intense. The illusion of choice, unexpected poetry in the dialogs and the feeling that there´s a hidden philosophy besides the rather obvious primary meaning of the game (literally how fish is made and the unethical consumption of fish) made for a rather interesting game. | ||
=== | === What did the Playtesters not like? === | ||
The majority of playtesters were unsatisfied with the rather vague storyline. Some felt the game (although it shows a trypophobia warning at the beginning) was too disgusting or aesthetically unpleasing (sfx certainly matching that - which more or less attests to the good quality of the sound design). | |||
Most didn´t like how the game seemed to be sort of unfinished, how there was not enough dialog compared to the time spent just navigating the map. Most also were not satisfied with the ending at all. The pacing of the game feels rather slow - it´s like it has no direction. The ending didn´t have the impact that players were expecting with all the cryptic foreshadowing going on throughout the game. | |||
=== Suggestions for improvement === | |||
Most players felt the ending wasn´t clear or impactful enough - they wish there would´ve been more to the storyline and more exploration into the world of the fish. | |||
They also felt the game would´ve benefitted from more dialog and lore-based activities rather than just endlessly "flopping" through dark corridors. Players wanted | |||
to explore their sense of purpose within the game and find out more about the dystopian (?) world or the real-life industry that the game was commenting on. | |||
As for the short musical performance, most felt the song would´ve sounded better if there was someone singing along to the subtitles appearing on the screen. | |||
== Game Experience Questionnaire Results == | |||
The table shows the average score of the [https://research.tue.nl/en/publications/the-game-experience-questionnaire Game Experience Questionnaire] for each question in the Playtests. | |||
== Game Experience Questionnaire | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|- | |- | ||
! | ! Question !! Statement !! Average Score | ||
|- | |- | ||
| 1 || I felt content || 1,167 | | 1 || I felt content || 1,167 | ||
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|} | |} | ||
=== | === Evaluation of the components === | ||
The 7 components of the Game Experience Questionnaire have the following mean values: | |||
* Competence (Fragen 2, 10, 15, 17 und 21): 2,38 | * Competence (Fragen 2, 10, 15, 17 und 21): 2,38 |