Tuesday, December 4, 2007

Late game posts

Silly me, I forgot to post these earlier. Yay late stuff!


Food Fight:


From what I remember, this team prototyped very similar to Battle Ships, but with cards added, which I found odd because they wanted to make a worms-like game but tested an entirely different system of combat. They ran in to many problems ranging from player confusion to imbalanced attacks. I found myself questioning their methodology, when their mechanics that they tested were not paralleled well by their desired real gameplay. Their saving grace was the range of skills in players, so they knew exactly what aspects of their game were confusing, which is always helpful when making a new game.


Drive Thru Tycoon:

This team had a digital prototype, and tested for their games mechanics very accurately. By their user feedback, I believe they did a very good job using a prototype to cut down on development time, and narrow down their mechanic. Through this user study process, they found things like their instructions being too unclear, and that it wasn't intuitive for the users to have to remember the orders. By testing a demo of the actual game, they have managed to pinpoint specific issues and cut down on time spent fixing potential problems.

Circular Strife


I believe, by far, this team did one of the best jobs in prototyping their game, and above all, extracted valuable information about their game. For starters, their creative way of using remote-control cars was brilliant. Their users provided helpful feedback, such as how fun it is to try and develope technique in swinging the bombs around their targets.
Their portrayal of time as demerits lent a world of credability to their prototype. Using the paradigm of demerits, their testers really had an emulated gaming experience. Top work!

No comments: