Brief description of what happens in this segment, inculde level / area name, Approximate moment in the game.
Brief description of what happens in this segment, inculde level / area name, Approximate moment in the game.
Q1 What are the main actions (verbs) available to the player in this gameplay segment?
List the main actions the player can perform. eg(climb, jump, collect, interact) Please briefly describe when you performed these actions during gameplay.
A’s comment: game world is too generic. break it down into components: level design, mechanics, etc.
Q1 What are the main actions (verbs) available to the player in this gameplay segment?
List the main actions the player can perform. eg(climb, jump, collect, interact) Please briefly describe when you performed these actions during gameplay.
A’s comment: game world is too generic. break it down into components: level design, mechanics, etc.
Focus on physical or spatial elements of the environment rather than game rules. Examples may include: terrain or platforms, climbable surfaces, paths and obstacles, interactive objects.
Focus on physical or spatial elements of the environment rather than game rules. Examples may include: terrain or platforms, climbable surfaces, paths and obstacles, interactive objects.
Think about actions that seem possible in this environment but are not allowed. Examples may include:climbing certain surface, entering certain areas, interacting with objects or characters, behaving like a different type of character (e.g. moving like a mouse or animal) Please describe one or two specific examples.
Think about actions that seem possible in this environment but are not allowed. Examples may include:climbing certain surface, entering certain areas, interacting with objects or characters, behaving like a different type of character (e.g. moving like a mouse or animal) Please describe one or two specific examples.
Examples may include: physical barriers (walls, cliffs), locked doors or blocked paths, non-interactive objects.
Examples may include: physical barriers (walls, cliffs), locked doors or blocked paths, non-interactive objects.
Briefly describe: the environment or world (e.g., forest, city, alien world) the situation the player is placed in, Focus on elements that influence how characters behave in this world.
Briefly describe: the environment or world (e.g., forest, city, alien world) the situation the player is placed in, Focus on elements that influence how characters behave in this world.
Describe examples where the character’s actions: support the character’s body or movement abilities or instead follow human gameplay conventions
Describe examples where the character’s actions: support the character’s body or movement abilities or instead follow human gameplay conventions
Q5 Are there any points in the game where as a player, you no longer feel like you are experiencing the perspective of the animal.
Explain why these actions feel inconsistent with the character’s body or behaviour.
Describe moments where the player can perform actions that do not match: the fictional world, the role of the character. Explain why these actions feel inconsistent.
Q5 Are there any points in the game where as a player, you no longer feel like you are experiencing the perspective of the animal.
Explain why these actions feel inconsistent with the character’s body or behaviour.
Describe moments where the player can perform actions that do not match: the fictional world, the role of the character. Explain why these actions feel inconsistent.
Q1 What aspects of the environment appear to be simplified or stylised in this gameplay segment?
For example: limited paths or movement spaces, simplified terrain, reduced environmental detail
A: unclear what you’re after here. clarify aspects.
Q1 What aspects of the environment appear to be simplified or stylised in this gameplay segment?
For example: limited paths or movement spaces, simplified terrain, reduced environmental detail
A: unclear what you’re after here. clarify aspects.
Q3 If you were this character, how would you expect to move or behave in this world?
A: clarify aspects and again ask against what. for instance with a silly example but hoping to get the point across: if you were to play as a real mouse etc how would you expect to behave and why?
Q3 If you were this character, how would you expect to move or behave in this world?
A: clarify aspects and again ask against what. for instance with a silly example but hoping to get the point across: if you were to play as a real mouse etc how would you expect to behave and why?
Q4 Based on the character’s body and movement abilities, are there environmental features you would expect but that are missing from the game world?
For example: spaces a small animal could crawl through, natural structures suitable for climbing, hiding spaces or tunnels
A: these “aspects” are qualitatively different: cut scenes belong to the narrative level, background images make me think of backdrops so game art, not sure what you mean by ambience props.
Q4 Based on the character’s body and movement abilities, are there environmental features you would expect but that are missing from the game world?
For example: spaces a small animal could crawl through, natural structures suitable for climbing, hiding spaces or tunnels
A: these “aspects” are qualitatively different: cut scenes belong to the narrative level, background images make me think of backdrops so game art, not sure what you mean by ambience props.
Focus on cues that exist within the environment, such as: sounds, movement of other characters, environmental changes, spatial structures or pathways.
Focus on cues that exist within the environment, such as: sounds, movement of other characters, environmental changes, spatial structures or pathways.
Q2 Which of these cues could also be perceived by the main character within the fictional world?
Consider whether these cues are: visible or audible within the world, part of the character’s sensory experience.
Q2 Which of these cues could also be perceived by the main character within the fictional world?
Consider whether these cues are: visible or audible within the world, part of the character’s sensory experience.