Week 4
— GDS212 —
— GDS212 —
— TU —
Image: The trap slide of the presentation, the most criticized slide of mine.
The slide I got the most feedback on was the hazard types slide (it was actually the only slide that got feedback). The first question I got was from James who asked about whether the first hazard shown was an actual tightrope, and I responded saying that it was incorrect wording, it's not an actual tightrope, it's just a very narrow path on the floor. I used the narrow path maze from Doom II's The Chasm as an example as that's pretty much what I was going for.
Another thing that was asked was my estimation of how long the trap types would take to solve. I gave an estimation that the major traps would take 20 seconds max, the medium traps would take maybe 5 seconds and the minor traps could be passed in a second. Bec suggested that 20 seconds was a bit too long for a single puzzle, and she also said that the pressure plate sequence would fit better swapped with the tight-floor path as a major trap type, as the pressure plate puzzle would take longer to solve.
The last piece of criticism that I can remember is the fact that the sequence numbers and shape coding on the pressure plate puzzle may not be visible enough for the player, considering the camera will be on a dolly system and the player model may obstruct the clues. The ideas I had for this clue system didn't take the camera position into consideration at all, so that was an oversight on my part. I will have to think of a way to present the information without it being obstructed by the player model.
— WS —
What is to be immediately known:
Everyone: Leave your ego at the door, and 100% praise leads to no improvements.
Creators: Critique allows you to make your project better, and do not get defensive. Remember that bad critique doesn't always mean valid critique, but pay attention as it could be valid.
Playtesters: Be kind to your critique, and remember that it's a prototype. Focus on the important parts such as interactivity(e.g. if art hasn't even been mentioned, don't focus your critique on that) above all else.
For qualitive data, ask the user tester open ended questions that will result in a useful answer (e.g. "when you arrived at the cavern and spoke to the troll, what happened?"), and avoid closed questions that are answered with yes or no (e.g. "did you speak to the troll?")
Analyse feedback received for Prototype #2 (if made for learning only, deadline missed).
EyeJack is a tool that lets you scan something like a drawing and can make it come to life (on the device, that is) using Augmented Reality.
— WS —
Focus: Puzzle and narrative design In a real world space
Genre: Alternate Reality Game (ARG), Puzzle.
Prompt
In small groups (2-3), you are to make an ARG that explores a transmedia narrative. There must be a focus on storytelling and puzzle design. All puzzles must work together either in a linear or non-linear pattern.
Your target audience are attendees of SAE Showcase 23T1. You must research this demographic and design your puzzles in a way that attendees can be challenged while also successfully complete.
You're puzzles must be your own creation. You cannot use pre-existing material.
You must include a puzzle in each of the following mediums:
A digital game - playable in no more than 3mins that takes advantage of a custom made controller. (Using a Makey Makey)
A custom website or YouTube channel.
A non-digital activity.
If you would like further activities, please speak to the lecturer.
Whole experience should take no more than 15 minutes.
Image: Cicada 3301: An example of an Internet ARG, by Daniel Tucker (2013).
Image: Example 2, city apocalypse scene, similar to I Am Legend, from pnea (2018).