Play-test #6 [Week 11]
- Narisa MacLeod
- Apr 27, 2018
- 2 min read
Week 11! One more week before it is the official submission week. The pressure is on and the scramble to get this project done is heating up. That means another play-test is on the list.
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On today's play-testing agenda, we are testing to see how useful the tutorial dialogue sequence was for the players. Based on the feedback we received from previous feedback, people were struggling to understand the combat system. Our solution was to have a tutorial dialogue to explain the combat mechanics.
What were the results of that play-test?
Most believed the tutorial sequence was helpful, however, many mentioned the information was too overwhelming. In some cases, people simply skipped the entire dialogue scene without reading it.
While we had feared it would be too long or become too overwhelming, we were simply unable to make it any shorter. To make it any shorter, we felt would remove information that was vital for the player to be aware of. As a compromise, we are considering adding a skip button for those too impatient and rather learn as they play.
Others who had gone through the tutorial dialogue mentioned it had helped them become more strategic in their testing. The combat chart was a massive aid to the players but it does need tweaking to make it more useful to the player. We have taken our lecturer's suggestion and added the chart to the pause button so they can see it anytime.
Our final question which asked about the overall length of the tutorial was flawed. Much of the feedback stated the length was too long or that they skipped it, yet 58% said the dialogue length was fine. The remaining 41% confirmed it was too long. This has led to some confusion as you cannot state it is too long, then later on say the length was fine.
The narrative writer of the team is going to try to shorten the tutorial dialogue. As mentioned previously, it seems impossible without losing crucial information, so it may have to be left the way it is.
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