P2: “Blank Canvas” Playtest 10/27

Since I am a bit behind due to a busy weekend, I do not have a playable link where the game is published, but was able to conduct an out-of-class playtest.

Playtest 10/22 – Christina

This was an in-class playtest with Christina, the instructor. Christina is well-versed in AI tools and has first-hand experience with their work being trained on. Christina has also worked in the game industry, where there is often a “passion” tax towards artists and game developers.

Observations

  • Christina related to the intro, noting the Dad’s manipulation and missing Christmas with your family.
  • Christina kept pressing enter or right arrow to progress.
    • Change: Add different options to progress (space, arrow, and enter)
  • Christina did NOT like Landon (a success!) and wishes there were options to end the conversation early or more free-will here.
    • Change: Added an option to exit his AI-yap session early and jump straight to his thoughts about ethics.
  • Christina mentioned that most artists are introverted, but the AI-artists seem extroverted. Said Stella was pretty introverted and reserved.
    • Change: Keep pushing Stella’s character to be more like an artist.
  • During the section where it asks you to reflect on your thoughts about AI and art after Landon’s conversation, Christina wishes there was some way to resee his piece.
    • Change: Add a small icon in corner

Playtest 10/24 – Julia

Julia is a college-aged student and poet.

Observations

  • When I asked Julia how I could make her feel more emotional towards the playable character, she mentions adding a scene where you don’t have food / can’t afford food or something.
    • Change: First scene will be you at home, before going to the pop up gallery.
    • Change: If time permits, add a grocery store scene or a scene where you open your fridge and its empty
  • Julia thinks the Wandering Man should have a name
    • Change: Give him a name
  • Julia thinks adding more audio or sensory descriptions would help bring the game together. A big to-do for polishing the game.
    • Change: Add more environmental art and polish
    • Change: Add sounds and more descriptive language via narrator

Questions

  • With the rubric coming out, how can I make some of my choices feel more impactful? I’m not quite sure how to make some choices in the early or mid game impact the endings. I feel like adding more options in the dialogue is just an illusion of choice since they lead to the same outcomes.
  • For example, there’s a choice to listen to your Dad’s voicemail and I made it so even if you say no, it says “curiosity gets the best of you and you decide to listen anyways.” I want the user to get the full experience of the emotions that come with your Dad going off on you, but it feels linear to just have one choice.

About the author

Sophomore studying CS!

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