Wednesday, March 17, 2010
Joshua Nuernberger, Week 10
The first thing I realized was just how critical physical playtesting is to a game. I've had games playtested (and playtested others' games) over the internet, and that suffices well enough. But when you physically get to be in the same airspace as your tester, you receive so much more critical feedback that you would otherwise probably never get. Every little action a player performs, be it a mouse click, reading a line of dialog, or walking across a room, is conveyed back through them through a twitch of the eye, the raising of an eyebrow, a small grin, or an exasperated keyboard dab. Little non-verbal cues like this tell you so much about the psychology of the player, and what is specifically working and not working in a game. I would say that to undergo minute testing such as this, and specifically remove every element of unwanted frustration from a game, is to successfully playtest and debug that game.
The second thing I learned was about gratification. Since other attendees usually only had a couple minutes to spare on the show floor, that meant they would only play a game for a minute or two, several at most (usually). What this means is that those players need some sort of gratification or reward to justify their playing of your game. For platformers, this is easily achieved as players get instant feedback as whether or not they successfully jumped over a pit. For fighting games, players know when they've killed the enemy, and when they've succeeded. However, since my game was more story/puzzle driven, I found it much harder to give that sense of gratification to players in such a short time span. I realized that players needed instant goals, and instant objectives to achieve; nobody wanted to be wandering around, or figuring out what to do on their own. Once I switched the demo scene from a free-world, exploratory section, to the most linear tutorial section of the game, that's when I found out that players would actually play the game for 5-10 minutes, instead of the normal 1-2. So, the lesson learned here is to hold your player's hand--they don't want to be lost, they want your help.
Overall, it was a very surreal experience, and one I'm glad I had the opportunity to go through. If any of you has ever made or will make a game, I hope this helps.
Tuesday, March 16, 2010
SUSANNE WEJP-OLSEN WEEK 10
It was very exciting to have a panel of pros last night to look at our work. Even though the evening was our FINAL, it felt in a way like a pitch meeting and all the real work is ahead of us.
An area I hope to explore more in the future is portable gaming devices – like the one Sony is rumored to put on the market which is expected to work with Sony’s new online media platform (a sort of Sony iTunes) due to launch later this month.
All three projects presented last night told fairly elaborate stories – sort of parallels to a movie feature. Perhaps more game playing will take place on mobile devices, requiring simpler, more circular story lines – like the 30 min. sitcom. With the usage and capabilities of mobile devices it’s going to be interesting to see the effect on the gaming industry and what types of games more people will enjoy playing if perhaps there’s a shift in playing habit from something stationary at home to a mobile environment out in the world.
Monday, March 15, 2010
Michelle - Week 10
Roni - Week 10 - the final hurrah
I've had a similar experience to what Kelsey talked about in her post: as I'm working on compiling our group notes into the powerpoint, it's an interesting challenge to make the presentation interesting, but not too long. What are the key words that will help sell our ideas? What is the most succinct and clear way to say what we mean?
I'd like to give a little shout-out to Google Docs. My group has been using them since day one, and it's been a very good method for us to stay on the same page. We've had two "running conversation" kind of documents, where we've posted thoughts/questions/ideas to the group, as well as expounded on ideas from our group meetings. I posted the powerpoint template I created earlier and we've all been able to look at it and edit or comment so that it's a much more manageable task.
Sunday, March 14, 2010
Lauren Percivalle - Wk 10 home stretch!
John - Week 10
Overall our new concept is much better. Our world is much more understandable and relatable, and the character’s motivations are clearer. We still had some of the same problems as last time, though, in making sense of it through gameplay. This whole experience has been quite a ride - I wonder if this is anything like what happens at real game development houses? It would be so cool to be a fly on the wall of their meeting room…
Saturday, March 13, 2010
Ellen- 10th week- march 14th
Ellen
Kelsey Sharpe--Week 10--Countdown to Presentation!
Wednesday, March 10, 2010
Nick - Week 9
As we move toward the end of the process, looking back, one of the biggest frustrations with this process has been turning a story and visuals into a game. It is one thing to come up with great ideas and our group has come up with many of them, however when we try to think of the concept as a game, it falls flat. Even now, as we find ourselves almost starting from square one, there are a number of cool paths we could travel, but as I am trying to visualize different scenarios placing them into a 10+ hour gaming experience seems difficult. Also, with still trying to finalize the story (and a massive rewrite in the near future), it has been hard, as a visual artist, to really nail down a world. Every tweak of the story requires a tweak in the design and some changes, an entire redesign of the visual scheme of the world. With the deadline looming, I feel we’ll be lucky to have a concrete story and what will suffer is the accompanying world which will seem generic since there was no time to adjust the details and idiosyncrasies of the world. Although the primary focus on the class is narrative, it still is a little frustrating as a designer. However, I do remain hopefully that tomorrow our group will finally find the story we have been wanting to tell from the beginning and we can make it look beautiful and relatively fleshed out visually.
Tuesday, March 9, 2010
Kelsey Sharpe--Technically Week 10, But Here's to Week 9!
To anybody who is nervous about the presentation, I would suggest finding two friends--one who plays video games, one who doesn't--and explaining the game to them. In my experience the gamer friend will have good questions about gameplay and whether certain ideas about the character will translate to a feasible in-game experience, and the non-gamer friend will have questions about story. It's a good way to find holes in the game, and to build up confidence that you really know the ins-and-outs of your game for Monday!