Loofa Mafia - <> Play Test Report <>
Shon-Ting Fu
Tomer Mor-Barak
Lara Durant
Daniel Andersen
Peter Van Dyke
Playtest Report
Overview:
Impressions of our game were generally favorable. The tests didn’t take too long, people were kept busy and were interested in their surroundings. The fact that we had more than one game within the overall system was positive – players enjoyed the changing atmosphere and overlooked how they were related to each other (apart from the particle helm). People really enjoyed the differences between the different games – there seemed to be an appeal for each person in the group depending on which game they had reached. In most cases there would be specific players that would enjoy the entire set of 4 games, but would enjoy one much more than the others. We felt this was good, as it
allowed each player to have a great time without any expense to the others playing. We were unable to include the club because of prim restrictions, but players reactions to seeing it were positive.
Game 1:
There were several more formidable elements that players enjoyed in the first game. The particle helm was of specific mention, as players seemed to react quite well and even feel special when they received them. The entry room was comfortable, relaxing, and not too cluttered. Most players were able to pick up the clues quickly and pass through the level before the atmosphere became boring.
Positives:
1. The particle helms helped players to immediately recognize their teammates, and gave them a sense of importance.
2. The room was simple and relaxing, allowing the players not to be overwhelmed in the first stage.
Negatives:
1. The color-coded hints from the chairs sometimes don’t immediately register to the players that they need to sit down.
Improvements:
1. Another hint or two relating the use of particle helm and the sit down triggers.
Game 2:
Overall, players found the game to be interesting, especially once they figured out that the pumpkins gave them directions. The time it took to figure that out varied. From what I could tell, the more the group communicated, the sooner this realization occurred. The nice part is that no group that tested the game ever asked about the direction puzzle. The only problem is that players did not know what to do with the directions once they figured them out. The players also enjoyed discovering the king pumpkin.
Positives:
1. The puzzle aspect (determining that the pumpkins give directions when they speak) was not too difficult to figure out.
2. Players usually discussed the puzzle making the game social.
Negatives:
1. Players for the most part could not figure out that the pumpkins need to be rotated to solve the puzzle.
Improvements:
1. To remedy the direction issue where players know the direction but not what to do with it, I will have the pumpkins rotate 90 degrees or give specific instructions telling players the pumpkins can be rotated.
Game 3:
For my part of the game, I decided to make a rock-paper-scissors game. Despite its simple design, I believe it was a success. Through the various amounts of play testing, I have revised the design from a more complex one to a simple one.
Positives:
Most of the testers so far have been relieved to find a nice simple game in the middle of the more difficult puzzles they have faced elsewhere. It can provide a more relaxing time.
Negatives:
Some player suggestions to the game have been to possibly add some more complexity to the basic RGB game. There is a chance that the mechanic might be a little bit too simple and not challenging enough. I'm not sure exactly sure how I might go about this, but I may consider adding more options to pick from and make the game based on a two out of three match. It isn't very clear yet, however.
Improvements:
The original game that I had designed resembled a game of musical chairs. I had the layout set up so that players would run around the designated chairs. However, I soon came to the realization that running around actively isn't a good idea in Second Life. After a few small play tests, the basic design was completely revamped.
The game is now set up so that players enter a room and proceed to one of the private rock paper scissor rooms. Players will read instructions from the main bulletin board and learn that the system of rock paper scissors has been turned into a game of colors, mainly Red Green Blue. RGB for short. On the count of three, two players will select their color. The winner will be determined by the heirarchy of the colors. The game still needs to be GM moderated, but in general, the basic mechanic is in place.
Some gameplay suggestions for later would be to add a timer in to make the game more "automated". As well, since I was unable to find the simple script to display the character's name, I ran into some problems determining which player picked what color. Generally speaking, however, players are honest about what they chose. However, that is something I'd like to add in for later to avoid any confusion.
Game 4:
The fourth level was much larger than any of the others, which added much to the desired atmosphere for the game. Because players were not given any clues automatically besides the clue given by the sliding door helped, there was intrigue and this made the game appear to be much more difficult than it was. It also kept players interested and inquisitive, which is exactly the atmosphere that we were going for. Most players very much enjoyed the final level, and while it seemed hard at first, as players uncovered a certain number of clues things seemed to “fall together.” This happened in each Playtest that was conducted – the transition from slight frustration to reward was swift – and we consider that a formidable design win.
Positives:
1. The mailbox outside was cited specifically as being a fantastic setup for this type of puzzle game.
2. The game was intriguing for players.
3. The game was difficult at first and then it became easier, which was a good curve for a 7-15 minute game.
a. While players seemed to be “confused” at the beginning when the first encountered the game, as they realized what the goal was and what was going on, it made a powerful transition from confusing to fun and difficult.
b. Apparently it was quite rewarding to finish
Negatives:
1. People were curious about the particle helm and whether it was related due to similarities between the colors that were on them and the colors that the game dealt with.
2. The lack of a ladder or stairs tended to throw players off, but they got over it without too much trouble.
Improvements:
1. We changed some textures to make the floor more distinguishable and realized a wall was missing that would allow a player to fall, so we added that.
2. Added a few objects in the surrounding area of the castle for scenery.
The Club:
Unfortunately we ran out of primitives during the final stages of development for the club (after several prim consolidation attempts) and the club can currently only be used to give a feel for what we were going for. Due to the ‘emptiness’ of the club, we did not play test it specifically.