P2: Playtest prototype

Playtest 2 (with Version 2)

Figure 1: Playtest with CS co-term student in EVGR

 

Overall, the player liked how the right choice wasn’t obvious and how the player had to rely on its (rabbit’s) senses to make strategic or empathetic decisions. However, the player wished there were more non-consequential actions that revealed clues (e.g. look at clipboard notes, sniff an object etc) to show that the rabbit is trying to make sense of its new surroundings.

Feedback / Issue Changes to be Made
Player wished there were more choices/actions where player could just observe clues/hints without any consequences Add non-consequential actions that allow the player to reveal more clues (perhaps on escape or making smarter decisions). E.g. look at clipboard notes, sniff the solution next to him etc.
Would be more engaging if when the rabbit’s eye is damaged, the screen becomes more blurry. If time allows, add image or text effects that simulate a blurry vision. 
Would make the player feel more empathetic/guilty if the story also tied to the consumer side Allow the rabbit to entire a cosmetic testing room that shows consumer products (e.g. sunscreen, shampoo, mascara)

 

Playtest Questions for teaching team

  • Would implementing resources/metrics like health_score, number of lives, fear_level etc. increase or reduce empathy? I’m worried this could reduce empathy by making the experience feel more like a win/lose game that detracts the player from the distressing experience. 
  • How can we make switching POV at the end from rabbit to the human lab tester not confusing?

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