Notes from Serious Play #2422
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Thanks for these notes Will! So much to digest!
Yes, I think the hubs was a good step towards it. Maybe we need something more epic than fixing a bridge? Like 2 tectonic plates being united as camera shakes, and sealed with the same sewing effect as in the splash screen. I've been also thinking in a "reweave" visual effect (shader?) for this, and that could also be used when townies make things appear #2282, in addition to the "cloud of particles to occlude the swap of tiles". But didn't have time to try it yet.
I humbly disagree (at this point). We should revisit the tutorial later in the future, once the whole game has a more solid shape.
Yes this needs some explanation (narrative). Also when projectiles disappear in games there is usually a clue (visually: the asset starts blinking). I opened #2442 about it. Bouncing off walls: well this is a game, I don't expect realism.
Yes, this gym has been waiting forever so I will prioritize it!
Good point! This made me think about keeping Arun on the other island, making him shout hints and moving the camera between Arun and StoryWeaver. Maybe interact with the land border that is next to Arun? Just a wild idea.
Time to prioritize #1504 . This could actually be a task for interns! Is about adding a townie and adding dialogue.
Yes this needs a visual clue. They should be different! This is similar to ink blobs in round 3 having a "follow player" enabled. Adding a mod in the Inspector is trivial, but changing the mechanic should come with clues for the player, which is much more work than adding a boolean export and a few lines of scripting. |
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One thing I missed in this summary is that one player described repeatedly throwing the thread to pull in buttons as being a bit like a lizard sticking out its tongue to catch insects, which I was happy to hear because it means it's not only me who has that association! |
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Threadbare was playable in an arcade cabinet at Serious Play in Mainz last week. I took detailed notes from perhaps 8-9 players and odd notes from several more. All players were using mouse & keyboard, native Windows build, full-screened. The specific build was v0.2.0-77-g2a3f4a571 from commit 2a3f4a5.
I also attended a talk on user testing where they advised that one should split the "noting down problems" section from the "coming up with solutions" brainstorming, with a pass in between to agree on which problems matter. I have tried to adhere to this here!
General
Quest Loop
Fray's End
Tutorial
Void quest
Musician quest
StoryQuests
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