How should we explain the controls before the game starts?
- I feel like this is very important because if the controls of the game are not well-explained, then it can make the game turn into something more confusing than fun.
- Prototype type: We can have the instructions and information on the controls before the game. With this, we can use a timer to determine how long it takes for the user to get a grasp of the controls and how to play with them.
- Prediction: If the timer is running for more than 3 mins, I feel like this is a great indicator that the controls are not being explained well enough. If it takes the user(s) relatively quick to get a grasp of the controls, then thats a good sign.
Will users find it fun or frustrating to have controls that are dependent on fellow players?
- Since our game right now is very heavily based on task dependency with fellow players, I feel like it’s important to see if the users find it too complicating and overwhelming to be working with someone on certain tasks.
- Prototype type: We can ask people to test our game and play it for 5-10 minutes. Once we do this, we can ask and gauge if they enjoyed the element of working with one another on tasks or if it was a frustrating experience.
- Prediction: I feel like there will be a balance of testers that found it very fun to have task dependency and other testers that find it too overwhelming for them, taking away from the fun.
Would users like it if there was a time limit constraint for the tasks in the game?
- I feel like it’s very important to have some elements in the game that throw curve balls in a way that makes the game funner; however, this is something that should be tested to assure that its a good feature.
- Prototype type: We could set a certain time limit that we see fit and get user testers to try playing the game. After, we can ask how they felt about the time limit constraint.
- Prediction: I feel like there will be a majority that they like the time limit and can see some saying that the time limit idea is good but the time given wasn’t enough or was too long.