How Fish Is Made (Playtest): Unterschied zwischen den Versionen

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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.


=== Was hat den Spieler*innen nicht gefallen? ===
=== 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).
Fassen Sie hier zusammen, was den Tester*innen nicht gefallen hat.
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.


=== Vorschläge für Verbesserungen ===
=== Vorschläge für Verbesserungen ===

Version vom 12. Juni 2023, 13:22 Uhr

Dies ist ein Playtest-Report des Teams Schrödinger inside of a bag inside of a bag für das Fach Game Design Fundamentals.

Playtest-Details

Spiel: Beispiel:Spelunky (geben Sie das Spiel an, das getestet wurde. Wenn es bereits (von einer anderen Gruppe) analysiert wurde, auf die Seite verlinken)

Playtester: The Other Team (geben Sie hier an, aus welchem Team/welchen Teams die Playtester stammen)

Anzahl der durchgeführten Tests: x (geben sie an, wie viele Tests sie durchgeführt haben, >= Mitglieder im eigenen Team, damit jede*r einmal evaluiert hat)

Interview

What did the Playtesters like?

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.

Vorschläge für Verbesserungen

Geben Sie hier an, wenn Vorschläge für Verbesserungen gemacht wurden.

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 1,167
2 I felt skilful 2,2
3 I was interested in the game's story 2,56
4 I thought it was fun 1,89
5 I was fully occupied with the game 2,89
6 I felt happy 0,78
7 It gave me a bad mood 0.89
8 I thought about other things 0,67
9 I found it tiresome 1,28
10 I felt competent 1,89
11 I thought it was hard 0
12 It was aesthetically pleasing 0,78
13 I forgot everything around me 1,56
14 I felt good 1,67
15 I was good at it 3,22
16 I felt bored 0,78
17 I felt successful 1,5
18 I felt imaginative 1,61
19 I felt that I could explore things 1,61
20 I enjoyed it 2,167
21 I was fast at reaching the game's targets 2,67
22 I felt annoyed 0,1
23 I felt pressured 0,78
24 I felt irritable 1,1
25 I lost track of time 1
26 I felt challenged 0.67
27 I found it impressive 1,3
28 I was deeply concentrated in the game 1,78
29 I felt frustrated 0,56
30 It felt like a rich experience 1,4
31 I lost connection with the outside world 0,78
32 I felt time pressure 0
33 I had to put a lot of effort into it 0,67

Auswertung der Komponenten

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

  • Competence (Fragen 2, 10, 15, 17 und 21): 2,38
  • Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): 1,796
  • Flow (Fragen 5, 13, 25, 28 und 31): 1,52
  • Tension/Annoyance (Fragen 22, 24 und 29): 0,537
  • Challenge (Fragen 11, 23, 26, 32 und 33): 0.42
  • Negative affect (Fragen 7, 8, 9 und 16): 0.83
  • Positive affect (Fragen 1, 4, 6, 14 und 20): 1.67