Samsara(Playtest): Unterschied zwischen den Versionen

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=== Was hat den Spieler*innen gefallen? ===
=== Was hat den Spieler*innen gefallen? ===


Fassen Sie hier zusammen, was den Tester*innen gefallen hat.
Zwischen den Dimensionen hin und herwechseln zu können hat den Testern gut gefallen.
 
Sehr komisch, aber interessant.
 
Rätsel sind cool.
 
Genügend Herausforderung.
 
Alles ist miteinander verknüpft.
 
Es macht anfangs keinen Sinn, weshalb man herausfinden will, wie es weitergeht.


=== Was hat den Spieler*innen nicht gefallen? ===
=== Was hat den Spieler*innen nicht gefallen? ===


Fassen Sie hier zusammen, was den Tester*innen nicht gefallen hat.
Es gab keinerlei Tipps vom Spiel, was das Lösen der Rätsel teils sehr schwierig gestaltet.


=== Vorschläge für Verbesserungen ===
Manche Rätsel waren sehr schwer.


Geben Sie hier an, wenn Vorschläge für Verbesserungen gemacht wurden.
Man weiß oft nicht wo man weitermachen soll.


== Game Experience Questionnaire Resultat ==
== Game Experience Questionnaire Resultat ==
Zeile 29: Zeile 39:
! Frage !! Statement !! Durchschnittlicher Wert
! Frage !! Statement !! Durchschnittlicher Wert
|-
|-
| 1 || I felt content || 0,0
| 1 || I felt content || 3,0
|-
|-
| 2 || I felt skilful || 0,0
| 2 || I felt skilful || 1,6
|-
|-
| 3 || I was interested in the game's story || 0,0
| 3 || I was interested in the game's story || 2,3
|-
|-
| 4 || I thought it was fun || 0,0
| 4 || I thought it was fun || 3,3
|-
|-
| 5 || I was fully occupied with the game || 0,0
| 5 || I was fully occupied with the game || 4,0
|-
|-
| 6 || I felt happy || 0,0
| 6 || I felt happy || 2,3
|-
|-
| 7  || It gave me a bad mood || 0,0
| 7  || It gave me a bad mood || 1,6
|-
|-
| 8 || I thought about other things || 0,0
| 8 || I thought about other things || 0,3
|-
|-
| 9 || I found it tiresome || 0,0
| 9 || I found it tiresome || 1,0
|-
|-
| 10 || I felt competent || 0,0
| 10 || I felt competent || 2,0
|-
|-
| 11 || I thought it was hard || 0,0
| 11 || I thought it was hard || 2,0
|-
|-
| 12 || It was aesthetically pleasing || 0,0
| 12 || It was aesthetically pleasing || 3,3
|-
|-
| 13 || I forgot everything around me || 0,0
| 13 || I forgot everything around me || 2,0
|-
|-
| 14 || I felt good || 0,0
| 14 || I felt good || 2,3
|-
|-
| 15 || I was good at it || 0,0
| 15 || I was good at it || 1,6
|-
|-
| 16 || I felt bored || 0,0
| 16 || I felt bored || 0,3
|-
|-
| 17 || I felt successful || 0,0
| 17 || I felt successful || 1,6
|-
|-
| 18 || I felt imaginative || 0,0
| 18 || I felt imaginative || 0,6
|-
|-
| 19 || I felt that I could explore things || 0,0
| 19 || I felt that I could explore things || 2,3
|-
|-
| 20 || I enjoyed it || 0,0
| 20 || I enjoyed it || 2,6
|-
|-
| 21 || I was fast at reaching the game's targets || 0,0
| 21 || I was fast at reaching the game's targets || 2,0
|-
|-
| 22 || I felt annoyed || 0,0
| 22 || I felt annoyed || 2,0
|-
|-
| 23 || I felt pressured || 0,0
| 23 || I felt pressured || 0,6
|-
|-
| 24 || I felt irritable || 0,0
| 24 || I felt irritable || 2,0
|-
|-
| 25 || I lost track of time || 0,0
| 25 || I lost track of time || 2,0
|-
|-
| 26 || I felt challenged || 0,0
| 26 || I felt challenged || 3,6
|-
|-
| 27 || I found it impressive || 0,0
| 27 || I found it impressive || 2,3
|-
|-
| 28 || I was deeply concentrated in the game || 0,0
| 28 || I was deeply concentrated in the game || 3,6
|-
|-
| 29 || I felt frustrated || 0,0
| 29 || I felt frustrated || 1,6
|-
|-
| 30 || It felt like a rich experience|| 0,0
| 30 || It felt like a rich experience|| 2,0
|-
|-
| 31 || I lost connection with the outside world || 0,0
| 31 || I lost connection with the outside world || 2,0
|-
|-
| 32 || I felt time pressure || 0,0
| 32 || I felt time pressure || 0.6
|-
|-
| 33 || I had to put a lot of effort into it || 0,0
| 33 || I had to put a lot of effort into it || 2,0
|}
|}


Zeile 100: Zeile 110:
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): 0,0
* Competence (Fragen 2, 10, 15, 17 und 21): 1,76
* Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): 0,0
* Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): 2,1
* Flow (Fragen 5, 13, 25, 28 und 31): 0,0
* Flow (Fragen 5, 13, 25, 28 und 31): 2,72
* Tension/Annoyance (Fragen 22, 24 und 29): 0,0
* Tension/Annoyance (Fragen 22, 24 und 29): 1,9
* Challenge (Fragen 11, 23, 26, 32 und 33): 0,0
* Challenge (Fragen 11, 23, 26, 32 und 33): 1,76
* Negative affect (Fragen 7, 8, 9 und 16): 0,0
* Negative affect (Fragen 7, 8, 9 und 16): 0,8
* Positive affect (Fragen 1, 4, 6, 14 und 20): 0,0
* Positive affect (Fragen 1, 4, 6, 14 und 20): 2,7


[[Kategorie:Playtest]]
[[Kategorie:Playtest]]
[[Kategorie:Playtest im SS 2022]]
[[Kategorie:Playtest im SS 2022]]

Aktuelle Version vom 2. Juni 2022, 11:34 Uhr

Dies ist ein Playtest-Report des Teams There is no Group für das Fach Game Design Fundamentals.

Playtest-Details

Spiel: Samsara Room

Playtester: Die schrumpligen Pilze

Interview

Was hat den Spieler*innen gefallen?

Zwischen den Dimensionen hin und herwechseln zu können hat den Testern gut gefallen.

Sehr komisch, aber interessant.

Rätsel sind cool.

Genügend Herausforderung.

Alles ist miteinander verknüpft.

Es macht anfangs keinen Sinn, weshalb man herausfinden will, wie es weitergeht.

Was hat den Spieler*innen nicht gefallen?

Es gab keinerlei Tipps vom Spiel, was das Lösen der Rätsel teils sehr schwierig gestaltet.

Manche Rätsel waren sehr schwer.

Man weiß oft nicht wo man weitermachen soll.

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 1,6
3 I was interested in the game's story 2,3
4 I thought it was fun 3,3
5 I was fully occupied with the game 4,0
6 I felt happy 2,3
7 It gave me a bad mood 1,6
8 I thought about other things 0,3
9 I found it tiresome 1,0
10 I felt competent 2,0
11 I thought it was hard 2,0
12 It was aesthetically pleasing 3,3
13 I forgot everything around me 2,0
14 I felt good 2,3
15 I was good at it 1,6
16 I felt bored 0,3
17 I felt successful 1,6
18 I felt imaginative 0,6
19 I felt that I could explore things 2,3
20 I enjoyed it 2,6
21 I was fast at reaching the game's targets 2,0
22 I felt annoyed 2,0
23 I felt pressured 0,6
24 I felt irritable 2,0
25 I lost track of time 2,0
26 I felt challenged 3,6
27 I found it impressive 2,3
28 I was deeply concentrated in the game 3,6
29 I felt frustrated 1,6
30 It felt like a rich experience 2,0
31 I lost connection with the outside world 2,0
32 I felt time pressure 0.6
33 I had to put a lot of effort into it 2,0

Auswertung der Komponenten

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

  • Competence (Fragen 2, 10, 15, 17 und 21): 1,76
  • Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): 2,1
  • Flow (Fragen 5, 13, 25, 28 und 31): 2,72
  • Tension/Annoyance (Fragen 22, 24 und 29): 1,9
  • Challenge (Fragen 11, 23, 26, 32 und 33): 1,76
  • Negative affect (Fragen 7, 8, 9 und 16): 0,8
  • Positive affect (Fragen 1, 4, 6, 14 und 20): 2,7