"Game Log 3 - Imagine"


Overall Progress

We have completed the playtest with a low-fidelity visual mock-up and gotten feedback on our game idea. From this, we have a clearer vision of how to start building our project in unity and have gotten feedback revolving how to improve our idea. 

IMAGINE Methods

We chose a physical mock-up because we primarily wanted to test the game mechanics in a way that wouldn’t be too complex or time-consuming. Also, the low-fi approach left space for feedback and ideas from the testers.

Games through Culture mockup

We playtested the game twice with two individuals. Here we gave them a short introduction to the game mechanics and game themes without explaining what we wished for them to achieve, to observe how they would approach the game. We asked them to ‘think aloud’ which lead us to the following feedback. Our mockup is a set of 6 cubes which have different drawings and colours on them to symbolise different

Variations of the picture they are supposed to create

Playtest Feedback: 

Em

  • Lacking tutorial voice
  • Notes the matching symbols
  • We need to show that there are different
  • Decides on making the “correct” picture, but regrets it. 
  • Tries to make pictures very fast, when it gets destroyed.
  • Our lines are hitting.
  • Want to have the created picture at the end of the game or the ability to destroy the final shown painting.
  • We dodged a bullet, when making an illusion of choice without creating a 1000 branching paths. 
  • Make people aware of their own helplessness. Game mechanics are rules, so there is essentially never 100% freedom. There is no freedom without a framework.
  • What happens when freedom and the rule of law break?
  • A point system?
  • Some sort of timer to create the “right” picture
  • Wants a Yatzy achievement. 
  • We can get away with a lot if we can create a good and funny voice

Jarle

  • Starts to assemble efter mønstre 
  • Unsure if the objective is to recreate the image shown with the boxes.
  • First response is to recreate a pattern.
  • Offended that his artwork was destroyed.
  • Is this making a point on society?
  • Dislikes the narrator.
  • Becomes “converted”.
  • Thinks that the artistic representation is going to be important
  • The setting is important to him. What are the surroundings going to look like?
  • Minimalist office space perhaps. Something to underscore the mundanity and lack of choice
  • Thinks that there is a lot of interesting stuff.
  • Is there more than the fact that oppression exists?
  • Escapen’t - good example at this type of game.

Vittoria

  • How will we make hints?
  • Vittoria wants to challenge us to find more complex interactions with boxes 

Kasper

  • It is a bit black and white.
  • Questions if art can manipulate or if it is okay to manipulate.
  • Is it okay for art to tell these stories?
  • Didn’t really vibe with the painting choice in terms of our propaganda theme. Maybe choose another painting with more obvious .

Overall positive response.

Our reflections on results

We agreed with most of the feedback and can see the points of criticism, so we will reflect on which to implement. 

How will we work with the feedback?

We will take the advice from our playtesters, we will refine our manuscript and will consider if another painting is more optimal. 

Roles going forward

Game master: Mikkel

Artist: Isabella (Foto) & Naja (3D)

Storyteller: Nadia

Designer: Simon - Assisted by Naja.

Crafter: Mikkel

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