Game Outline and Versions:
Playtests 2 and 3 (2 Playtesters)
Premise:
The game is first-person, slice-of-life/adventure, set in a cyberpunk dystopia. Players explore the world and learn more about its past through the main character, a lonely young adult who sees no purpose in life.
Outline Version 2 (See Document):
I wanted to test if images/audio are needed for players to feel immersed in the story, if the story’s theme is carried across, and how the storyline works/doesn’t for the player (too long, short, boring, engaging, etc). From this round of playtesting, I had some actionable items (get rid of stats charts, consider adding images, have the Give Up button, cut down on events, focus on two themes).
Mechanisms:
Locked Story
-> some stories in late-game are locked, requiring certain criteria (have visited certain passages certain number of times) //reason: adds challenge, enforces timeline//
Give Up Button
-> button available to players at any time and point of the story to give up //reason: leave a way out for players//
Themes:
Loneliness
-> I want players to feel loneliness through the character and see its effects on day-to-day life
The Value of Keeping Hope
-> Through the day to day game mechanic and repeated choices, I hope players will learn to keep trying for novelty, both in the game and in their own lives.
Engagement:
Not boring!
->I really want this game to be fun (above all else)
->lighthearted and wholesome. This game shouldn’t make players feel bored or confused
->I hope the game will make players feel like they went on an adventure in a different world, an escape from reality
->the game should be hard in the beginning, players should feel lonely, sad, and all around want to give up. But if they push forward, day by day, slowly, the world becomes a lot brighter and more hopeful-and so will the main character.
Notes:
Round 1: Vivian
Observations:
+never used the give up button (but knew it was there)
+loved and predicted the foreshadowing.
+drawings helped explain setting and keep her engaged
+very invested in the plot, kept asking what happens next
Feedback:
+felt fully immersed
-didn’t understand some parts of the plot
+really got emotionally attached to the robot in the story
+not boring, liked the mundane day-to-day feel
+knew the themes, felt that they were carried across
Suggestions:
(cut down on the number of days and events in the story)
(include images of the robot character, has potential to establish an emotional connection with player)
(keep the scene where the main character cuts the wire fence, feels like the climax of the story)
Round 2: Rosmund
Observations:
-did not use Give Up button (because she forgot about it)
+played through without any issues or confusion
+understood all the plot, didn’t find the game too long
-kept choosing the same passive choices
(driven by her personality and personal preferences)
Feedback:
-might want to put more descriptors of the robot or include her in more scenes
(right now she’s not feeling connected to the robot)
+good theme, characters, and overall a good story 9clear start and end).
Suggestions:
(add images (some parts felt too wordy that she started just skimming or skipping)
(cut down the days some more; there’s still too much information and different side plots)
(keep the wire fence scene: feels like she had the agency to significantly change character’s life trajectory)
Playtest 1 (3 Playtesters)
Premise
I wanted to focus on my main concerns; testing what mechanisms work/doesn’t, if the story’s theme is carried across, and how players are engaged with the story. From the play tests today, I have some actionable items (hide stats chart, add encounters, make options less right/wrong coded, expand on illustrations, add small nice events). but overall, very good engagement across the board, no one thought it was boring (thankfully).
Outline Version 1.0 (see document)
Mechanisms:
Stats Chart
-> players get + or – in different stats, based on some of the actions they choose to take //reason: adds challenge//
Locked Story
-> some stories in late-game are locked, requiring certain criteria (stats, or previous story) //reason: adds challenge, enforces timeline//
Give Up Button
-> button available to players at any time and point of the story to give up //reason: leave a way out for players//
Themes:
Loneliness
-> I want players to feel how it can loom and affect individuals’ outlook
//how: through character’s thoughts and story setting//
The Dangerous Side-Effects of Advanced Technology and Rapid Land Development
-> story should convey what is lost when society fully turns towards advancing technology and land development
//how: world building, loneliness as a side effect//
The Value of Plants/Nature
->hopefully players will walk away with more appreciation of the greenery around them
//how: focus on Clo (the plant), and pollution causing loss of nature + life//
Engagement:
Not boring!
->I really want this game to be fun (above all else)
->lighthearted and wholesome. This game shouldn’t make players nervous or feel competitive (the journey is the point)
->I hope the game will make players feel like they went on an adventure in a different world, an escape from reality
->the game should be hard in the beginning, players should feel lonely, sad, and all around want to give up. But if they push forward, day by day, slowly, the world becomes a lot brighter and more hopeful-and so will the main character.
Notes:
Round 1: Elliot
Observations:
-stats element gets forgotten during playtime
+”you’re basically describing my life” – player‘s comment about main character’s day-to-day
+drawings helped explain setting (illustration helped player know what the word ‘terminal’ meant)
+player caught on to the core theme (loneliness) very early on (3 scenes in)
Feedback:
+felt fully immersed
-“I know what I’m supposed do” -> player felt as if there was an obvious ‘right choice’ when given two options
+not boring, very solid theme, liked the mundane day-to-day feel
Suggestions:
(tap into player’s psychology to make choices less right/wrong coded)
(include some characters/event happening to you, make them purposely initially off putting, if players are open and receptive, it’s a plus in stats)
Round 2: Elizabeth
Observations:
+give up button is tempting
+played through without any issues or confusion
+commented on loneliness
Suggestions:
(good choices equal small nice things, //reason: motivate people to try for something new)
Round 3: Ting
Observations:
-also picked ‘grab food’ option
-also picked ‘talk to Clo’ option
+felt the game was very slice of life, mundane
Feedback:
-stats shift the focus of the game, players get tunnel vision (maybe hide it?)