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Survival Manor

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Full Video Demo

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Overview

Project Name: Multi-User Cooperative Experience 2

Experience Name: Survival Manor

Set: Cave

Experience Goals:

  • Let the guests feel they are working together
  • Let the guests feel they are trying to escape from the manor
  • Let the guests feel spooky

Tag (one to two sentences that describes the entire experience and may be used for PR ):

  • An cooperative experience where the players have to escape from a haunted manor.

Estimated Length: 7 min / 10 min

Estimated Length: 10 min

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Overview

Throughput (Describe how guests will view the space):

  • Two guests will come in at a time. The guests will leave when the experience ends and the next group of guests will come in.

Seeing (What do guests see):

  • The guests will see the start screen, manor, ghosts.

Takeaways - When the guest leaves the experience they should be thinking about:

  • Feels interesting
  • Want to play again if failed

Emotional Arc - The guests emotions should change throughout the

experience. The design aims to instill the following arc of emotions:

  • Spooky
  • Scary
  • Excited

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Background Story

  • The Manor is haunted by many ghosts. In the manor, there are 4 orbs that are cursed. The ghosts tried to scare the guest away. They don’t want the orbs to be purified because once the orbs are all purified, they will disappear.

  • One ghost seems to be nice. He gave the guests some hints but actually, he doesn’t think the guests can path through the manor successfully. He just gave them for fun.

=> Integrate tutorial in story

  • The orbs are cursed by the ghosts with different evil magics.The tools (controllers) that the guests held are magic tools which can be used to purify the orbs if they are used correctly.

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Manor Layout

Tutorial

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Tutorial

  • Indirect approach in narrative:
    • Joystick on the left might help you. And remember to work together.
    • feel like it is similar to the sound that your magic tools made

  • Phase 1-1

Background story & use of right buttons on the controller

  • Phase 1-2

Move

  • Phase 2

Guide the way

  • Phase 3

Purify orb

1

2

3

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Reflection

Number of rounds of playtesting:3

Lessons (What was learned from playtesting) (From first external playtest)

  • It’s hard to let guests understand the tutorial through only audio.
  • The guests will missed the audio for the tutorial if they are talking.
  • Audio sound has to be a lot bigger because the guests will talk.
  • The guests directly walked passed the first orbs and land on the wrong spot
  • The guests didn't understand the background story
  • The guests couldn't tell who pressed the sound button
  • The guests were scared.

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Reflection

Evolution (How playtesting changed or evolved the product)

  • Use only audio to make the experience immersive -> Add subtitles
  • Sound with tone -> Use different sound with tones
  • Small orbs in front of the Orbs to indicate if the player pressed the correct one
    • Add symbols as visual cues on the orbs and controller
    • Add indication when player pressed the button
  • Add some more ghosts
  • Add a wall to block the road at the first orbs

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Reflection

Evolution (How playtesting changed or evolved the product)

  • Use only audio to make the experience immersive -> Add subtitles
  • Sound with tone -> Use different sound with tones
  • Small orbs in front of the Orbs to indicate if the player pressed the correct one
    • Add symbols as visual cues on the orbs and controller
    • Add indication when player pressed the button
  • Add some more ghosts
  • Add a wall to block the road at the first orbs

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Reflection

Evolution (How playtesting changed or evolved the product)

  • Use only audio to make the experience immersive -> Add subtitles
  • Sound with tone -> Use different sound with tones
  • Small orbs in front of the Orbs to indicate if the player pressed the correct one
    • Add symbols as visual cues on the orbs and controller
    • Add indication when player pressed the button
  • Add some more ghosts
  • Add a wall to block the road at the first orbs

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Reflection

Evolution (How playtesting changed or evolved the product)

  • Use only audio to make the experience immersive -> Add subtitles
  • Sound with tone -> Use different sound with tones
  • Small orbs in front of the Orbs to indicate if the player pressed the correct one
    • Add symbols as visual cues on the orbs and controller
    • Add indication when player pressed the button
  • Add some more ghosts
  • Add a wall to block the road at the first orbs

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Reflection

Evolution (How playtesting changed or evolved the product)

  • Use only audio to make the experience immersive -> Add subtitles
  • Sound with tone -> Use different sound with tones
  • Small orbs in front of the Orbs to indicate if the player pressed the correct one
    • Add symbols as visual cues on the orbs and controller
    • Add indication when player pressed the button
  • Add some more ghosts
  • Add a walls to block the road at the first orbs

Walls

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Reflection

Three best photos:

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Reflection

Conclusion: (How did the project turn out):

  • The experience went well. Keeping the part of letting the user figure out the movement and purifying method themselves made it really challenging because we will have to design the visual cues and tutorial with indirect approach. But we did make it!

Three best points: (What three things worked out the best in the experience)

  • The experience is immersive and the guest understand the story.
  • Guests feel spooky vibe
  • Guests can figure out the movement and method of purifying the orbs.

Three worst points: (What three things worried out the least in the experience)

  • Some guests feel motion sickness.
  • The floor movement is too strong.
  • Lack of interaction with the ghosts.