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Game eval
Gameplay Segment
Before starting the questionnaire, decide which gameplay segment you will focus on in your analysis (for example, a particular level, puzzle, or interaction moment).  
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Q1 Which gameplay segment are you analysing?  

Brief description of what happens in this segment, inculde level / area name, Approximate moment in the game. 

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Answer key
(0 points)
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Rules of the World 
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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. 

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Q2 How does the spatial or environmental design of the level support these actions?

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.

A: which environment? this is connected to rules so do you want them to look at the rules or the environment design eg you can climb there or not (level design) but can only find one collectible element at a time (rule)


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Q3 What specific actions might the player expect to perform but cannot in this gameplay segment?

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.

  
A: too generic, it makes the assumption that players will want to do many things which can be true but you’re interested in maybe wanting to do specific things so name those things, e.g prevent behaving like a mouse 
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Q4 What environmental or spatial design elements prevent the player from performing these actions?  

Examples may include: physical barriers (walls, cliffs), locked doors or blocked paths, non-interactive objects.


A: system is a big world. rule system? 
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Relationship between Rules and the Fictional World
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Q1 What is the fictional setting of the game world in this segment? 

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. 

A: unclear what fictional premise is 
Interactions can also be of many kinds, name them or specify which ones players should focus on. 
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Q2 Who is the player character, and what kinds of actions would we expect this character to perform in this type of game?

Consider: the character type (human, animal, robot etc.) the game genre (puzzle, exploration, shooter, runner)

A: expectations also come from game genre so if it’s a puzzle runner then this should be mentioned. 
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Q3 Describe how the player experiences and perceives the world from the perspective of the character. 
Explain how the character’s perspective influences how the world is explored.

V good q!
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Q4 Do the actions available to the main character reflect the abilities or behaviour expected from this non-human character?

Describe examples where the character’s actions: support the character’s body or movement abilities or instead follow human gameplay conventions


A: two different questions, one for how they are and another Q for how they aren’t. 
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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.

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 Abstraction
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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.

Question Type
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Answer key
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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? 

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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.

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 Diegetic vs Extradiegetic
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Q1 Which elements in the game world provide cues that guide the player’s actions?  

Focus on cues that exist within the environment, such as: sounds, movement of other characters, environmental changes, spatial structures or pathways.


A: clarify elements 
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Answer key
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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.


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Q3 Explain how they relate to the character’s perspective.
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Link to Sheets
Insights
Total points distribution
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Gameplay Segment
Q1 Which gameplay segment are you analysing?  

Brief description of what happens in this segment, inculde level / area name, Approximate moment in the game. 

No responses yet for this question.
Rules of the World 

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. 

No responses yet for this question.
Q2 How does the spatial or environmental design of the level support these actions?

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.

A: which environment? this is connected to rules so do you want them to look at the rules or the environment design eg you can climb there or not (level design) but can only find one collectible element at a time (rule)


No responses yet for this question.
Q3 What specific actions might the player expect to perform but cannot in this gameplay segment?

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.

  
A: too generic, it makes the assumption that players will want to do many things which can be true but you’re interested in maybe wanting to do specific things so name those things, e.g prevent behaving like a mouse 
No responses yet for this question.
Q4 What environmental or spatial design elements prevent the player from performing these actions?  

Examples may include: physical barriers (walls, cliffs), locked doors or blocked paths, non-interactive objects.


A: system is a big world. rule system? 
No responses yet for this question.
Relationship between Rules and the Fictional World
Q1 What is the fictional setting of the game world in this segment? 

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. 

A: unclear what fictional premise is 
Interactions can also be of many kinds, name them or specify which ones players should focus on. 
No responses yet for this question.
Q2 Who is the player character, and what kinds of actions would we expect this character to perform in this type of game?

Consider: the character type (human, animal, robot etc.) the game genre (puzzle, exploration, shooter, runner)

A: expectations also come from game genre so if it’s a puzzle runner then this should be mentioned. 
No responses yet for this question.
Q3 Describe how the player experiences and perceives the world from the perspective of the character. 
Explain how the character’s perspective influences how the world is explored.

V good q!
No responses yet for this question.
Q4 Do the actions available to the main character reflect the abilities or behaviour expected from this non-human character?

Describe examples where the character’s actions: support the character’s body or movement abilities or instead follow human gameplay conventions


A: two different questions, one for how they are and another Q for how they aren’t. 
No responses yet for this question.

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.

No responses yet for this question.
 Abstraction

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.

No responses yet for this question.

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? 

No responses yet for this question.

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.

No responses yet for this question.
 Diegetic vs Extradiegetic
Q1 Which elements in the game world provide cues that guide the player’s actions?  

Focus on cues that exist within the environment, such as: sounds, movement of other characters, environmental changes, spatial structures or pathways.


A: clarify elements 
No responses yet for this question.

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.


No responses yet for this question.
Q3 Explain how they relate to the character’s perspective.
No responses yet for this question.
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