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Test Moderator: Name Test Partner: Name Designers: Name, Name

Test Moderator: Name Test Partner: Name Designers: Name, Name. First Person Shooter Survival Horror Game 1950s Zombie Movie Tropes “Aesthetic Mismatch” ___________________________________________________________________________ Played with Razer Hydras and Oculus Rift

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Test Moderator: Name Test Partner: Name Designers: Name, Name

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  1. Test Moderator: Name Test Partner:Name Designers:Name, Name

  2. First Person Shooter • Survival Horror Game • 1950s Zombie Movie Tropes • “Aesthetic Mismatch” ___________________________________________________________________________ • Played with Razer Hydras and Oculus Rift • Predominantly motion controlled

  3. Test Iteration 1 Wednesday, March 13th 8:30pm-11:30pm Gameplay: • Confined Space • Unlimited Ammunition for Weapons

  4. Positive issues +++

  5. Immersion (1:52:33) Observation: 6/6 players wanted to explore the game world past its confines. Why This Happened: There was area of the game world that players could see but not explore. The 1950s feel and setting combined with the motion control scheme naturally increases immersion. Heuristic: Category 2, D1: The game utilizes visceral/audio/visual content to immerse the player further.

  6. Shooting Feedback Observation: 5/6 players felt that shooting a gun at zombies felt visceral. “I legitimately feel like I’m shooting a real gun” Why This Happened: The game featured a dynamic dismemberment system that reacted to shot placement. The sound effects and recoil of the guns may have increased realism. Heuristic: Category 3, C2: Game provides appropriate feedback (music, sound effects, controller)

  7. Emotional connection (2:33:15) Observation: 6/6 players noted that they enjoyed seeing their Razer Hydras as in-game hands. Why This Happened: Adding the Oculus Rift hides the Razer Hydra controllers from player view, therefore players only see the controllers as their own limbs in the game. Heuristic: Category 2, A1: The player has an emotional connection with the game world/avatar

  8. Critical issues ---

  9. Repetitive gameplay Observation: 6/6 players noted that the gameplay felt repetitive upon subsequent zombie waves Why This Happened: There are no “Build” phases to space out the zombie “Attack” phases. In this iteration, the weapons have unlimited ammunition. The zombie AI is very limited Heuristic: Category 1, A1: The player finds game fun with no repetitive/boring tasks Suggestion: Add additional zombie types that have varying speeds/weak points. Add more weapons.

  10. NO Tutorial/Place to practice (1:23:26) Observation: 5/6 players noted that they wanted more time to get used to the controls before the first zombies came. Why This Happened: The unconventional control scheme and novel technology makes players want sufficient time to acclimate to the controls. The lack of a tutorial is a developmental issue relating to time. Heuristic: Category 4, C1: Players should be able to learn and practice in a safe place without penalty Suggestion: Set the variable for the time before the first zombies come to a higher number if creating a tutorial is not a possibility.

  11. AI Not challenging Observation: 6/6 players noted that the zombie AI was simplistic and lasted significantly longer on their subsequent playthroughs. “Right now I feel like I’m fighting a program, not a zombie.” Why This Happened: The zombies simply move toward the player’s position without any changes in speed. Additionally, every zombie follows the same pattern and has the same characteristics. This lack of complex AI is a development issue relating to time. Heuristic: Category 1, B6: AI is tough enough that players have to try different tactics against it. Suggestion: Change zombie behavior based on dismemberment, have zombies move faster randomly, vary zombie types

  12. Test Iteration 2 Saturday, April 13th 5:00pm-8:00pm Improvements: • More environment to explore • Multiple added weapons • Limited ammunition/new reload system • Improved environment and zombie animation • Improved sound design • Added motion controls

  13. Positive issues +++

  14. Varied gameplay Observation: 5/5 players tried every weapon available. Why This Happened: The game’s weapons each had their own unique motion control schemes which differentiated them from each other. Heuristic: Category 1, A5: Varying activities and pacing during gameplay minimizes fatigue/boredom

  15. ART is recognizable Observation: 5/5 players guessed that the game’s setting was set in the mid 1900s. 5/5 players rated their liking of the game’s visual/aural aesthetics a 4 on a 1-5 scale. Why This Happened: The game’s setting is a 1950s Chicago intersection. There are subtle assets all around like an old TV, car, and signs. Additionally, the music is evocative of the time period. Heuristic: Category 3, F3: Art is recognizable to the player and speaks to its function

  16. SolvedCriticalIssues • No longer repetitive gameplay (weapon additions, more environment) • Players now have more control on game world (more interactive assets in environment) • More emergent strategy (environment as cover, weapons with different purposes)

  17. RemainingCriticalIssues • Zombie AI still not complex • Players still have no place to practice/learn controls

  18. New Critical issues ---

  19. Weapons Imbalanced Observation: 40% of players preferred the machine gun. 40% preferred the pistols. 20% preferred the shotgun. Nobody preferred the sniper rifle. Why This Happened: The different weapons have varying learning curves. Some, like the sniper rifle, are less practical in the game’s frequent close-combat situations. Heuristic: Category 1, E2: The game is balanced with multiple ways to win. Suggestion: Put the weapons in different locations best suited for each weapon. Make the sniper rifle easier to learn. Tweak the shotgun pumping motion.

  20. Weapon preferences

  21. Players accidentally drop weapons Observation: 5/5 players accidentally dropped one of their weapons at least once. Most dropped them more than once. Why This Happened: The control scheme is set up so a trigger must be held down just to keep a weapon wielded. When players must press a different trigger to fire their weapons, sometimes their fingers slip. This may occur because the Razer Hydra controllers are unconventional for players. Heuristic: Category 3, H1: Player error is avoided. Suggestion: Make the control for wielding a weapon a toggle rather than something that must always be held down.

  22. Final Thoughts (Time permitting) • Oculus Rift—perfect for usability testing? • Relationship/Experience with designers • Challenges • Maintaining composure in testing • New Technology

  23. Thanks for listening!

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