57 Oct7 // Further Development 1
The Adventure Game
Personal Evaluation of the Potential Outcome:
What features do you like most about this design?
This was more of a research based outcome, but I feel that there is a really solid base now for a great and comprehensive adventure game to be created on top of. As with outcome 2 the main thing left is to develop a story, which this outcome will definitely have as opposed to outcome 2 which could have a story or a curriculum progression. Also I really like that character, as it completely fulfils everything I had in mind for the character. It’s ramping up to be a tough decision between this and the other outcome as they are both live up to the brief well.
What aspects of this design do you think need improving?
I think the next step for this outcome would be to improve the flow of the levels. This doesn’t only mean the progression of the story, which needs to be developed on its own, but the actual elements of a level which contribute towards the player moving on in the game. Take a single board of the game, I have to find a good flow for all of the elements in that board.
Stakeholder Feedback:
What features did they like most about this design?
They love the character too! The oldest one, Marija, mentioned how she liked the change in the character’s palette when they were in different environments. I showed them the research for the outcome as well. and they have all played Machinarium before and said that if the game is like that then they would be very happy.
What aspects of this design do they think need improving?
They were slightly disappointed that I hadn’t put the colours on the levels yet. After telling them that I wanted to add the different light levels into the puzzles they pretty much said “Do that!” so that’s something i need to improve on the outcome.
What other functional aspects and aesthetic elements does your stakeholder want from this design?
They just wanted to see the puzzle mechanics come to fruition, like in the example of Machinarium, how when you click on a panel a detailed view of that panel appears on the screen and you solve the puzzle from there.
Initial decision on Fitness for Purpose:
What needs developing to make sure that the design could be fit for purpose?
The puzzles absolutely have to teach the subject well and not confuse the player. Along with this, the player needs to be able to access any puzzle immediately while also being able to play the game normally. This makes the game more of a tool for learning than just a game. If a student finds a puzzle difficult or gets through one on a fluke, they need to be able to easily go back to that puzzle or its mechanic and be able to practise it to their minds content. This also ties into the menu system and what is available to the player at any one time. Do they unlock the puzzles individually? Or are they all available to go to at the start and you just play the game anyway? This needs developing to make the design fit for purpose.
What testing/trialing/ongoing research do you need to do now (at least 4 things to research): eg size/positioning, materials, languages, dimensions, joinery/fastening, ergonomics, functionality, componentry, portability, durability etc
Menu and interface flow, story, practising puzzles, and teaching the concepts through the puzzles properly.











