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Eviction: Win lose Condition for Selecting Traitor (Team 7)

LIU-Evelyn edited this page Sep 21, 2022 · 1 revision

Win/lose Condition for Selecting Traitor: User Survey (Before Designing)

Background & Purpose:

For sprint1 and sprint2, our team completed the essential feature:

  1. Players can find the menu icon in the game interface and click it to enter.
  2. Players could choose one NPC card (with one NPC's basic information) to expel what they believe is a traitor.
  3. After clicking the select button, a confirming box will pop up to let players ensure their selection.
  4. Players can access the detailed information/clues window to browse more details by clicking the detailed NPC card.

At this stage, the design and function of the eviction menu has been basically completed, but in order to use the eviction function in the game, we need to consider the winning or losing conditions for selecting the traitor. Therefore, our team will create a win-lose logic based on the storyline and feedback from studio members. And based on this task, we will design some corresponding images and functions to make it more complete. Our initial idea is to develop a prompt box to display the win-lose condition and indicate the game status (whether it has ended), popping up after clicking the confirm button. And this prompt box will provide players with immediate feedback on the game results and what they need to do next. This feature will play a significant role in making the whole game more complete and harmonious.

This user survey will help us make foundational decisions about the win/lose prompt box and game logic.

Testing Method & Process:

Based on the outcome of Sprint1 & Sprint2, Imagine how the user would interact with the eviction function during the game after selecting one NPC as the traitor.
The questions related to this feature were generated for a Google form and a Tencent questionnaire. The questionnaire asks about players' expectations related to how to complete the game and the interactive process of the win/lose prompt box.

Multiple participants will be invited to complete the questionnaire and submit their replies. Unrestricted time was allowed to complete the questionnaire. All comments are anonymous, and just the responses will be used to generate visual representations as raw data.

Survey Link:

Google forms (win/lose condition/display) link

Tencent Questionnaire (win/lose condition/display) link

Evaluation & Outcomes:

During the investigation, we obtained the desired feedback from two aspects, one in the direction of implementing win-lose conditions, and the other in the direction of interaction in terms of eviction:

According to the result of Q1

It is aimed to investigate how players expect to complete the game ( what tasks need to win this game). By analysing the collected responses, the majority of respondents regarded that completing two tasks (including 1. selecting the correct traitor and 2. rescuing the Atlantis by a particular task could make the game more interactive and the story more complete and reasonable. Consequently, prompting player to finish some tasks to save Atlantis will be added in win/lose condition.

According to the result of Q2

It is mainly for deciding the method of saving the Atlantis continent, whether by triggering a specific mechanism or getting the key (based on storyline). According to the obtained data, the choice "Find and get the key" achieved 70%, meaning that players might expect to communicate with NPCs to get a key (Or find key in corresponding map) to rescue Atlantis. The result of this question will be fed back to the corresponding team to cooperate with our team and complete the whole process of judging the win/lose condition. One thing to note in subsequent implementations is the logical difference between the cracking mechanism and obtaining the key.

According to the result of Q3

It is mainly used to investigate how much trial and error the player wants when choosing a traitor. Due to the limited number of NPCs that can be selected as a traitor and to balance the difficulty and fun of the game, we tentatively decided that it was best to have no more than three trial-and-error opportunities. And based on the data we collected, 3 times is really what most users expect. Therefore, our team will implement the function of allowing users to repeat the selection at most three times.

According to the result of Q4

Participants were asked about whether we need additional punishment for selecting an incorrect traitor, this is because certain penalties for choosing the wrong traitor may make the game more engaging (like making the player nervous). Apparently, most participants thought appropriate punishment was common and reasonable for choosing a wrong traitor. This data indicates that the option 15 % reduction in HP (health points) is up to 50%, which is this option has the highest supported ratio, so our team will try to implement this logic in sprint 3 to increase the difficulty of the game. However, 35% of players believe that the penalty can also be reduced game time or both HP and game time can be reduced, so this solution may be implemented in subsequent optimizations.

According to the result of Q5

This question investigates the satisfaction degree related to making the win/Lose prompt dialogue box, including instructing players what to do next. Based on our assumptions, players might be asked to complete the task of saving the Atlantis to complete the whole game after selecting the correct traitor. Therefore, clearly telling players what they need to do is very important and efficient to help them complete this game and achieve a better user experience.

Raw Data:

Q1

UserTesting1

Q2

UserTesting2

Q3

UserTesting3

Q4

UserTesting4

Q5

UserTesting4

Table of Contents

Home

Game Design

User survey

Sprint 4

Eviction Menu and Win/lose Logic: Polishing tasks (Team 7)

Button Sounds and Ending Menu improve (Team 3)

Sound effect and Fixing the clue bug (Team 6)

Improvement of Enemy and Attack (Team 1)

Add Features When The Player Get Attacked and Overall UI Improvement (Team 8)

Sprint 1

Achievement System (Team 2)

Player Eviction Menu (Team 7)

Countdown Clock (Team 4)

Music (Team3)

Map (Team6)

Sprint 2

Player Eviction Menu (Team 7)

Character Design & Animation (Team 1)

Music (Team 3)

Inventory System and Consumables Items (Team 8)

Scenario design

Achievement System(team 2)

Storyline (Team 5)

Countdown Clock (Team 4)

Sprint 3

Ending Menu (Team 3)

NPC interaction (Team 2)

Win/lose Condition (Based on Eviction Menu) (Team 7)

Player Profile (Team 4)

Game Logo (Team 8)

Clue storage (Team 6)

Enemy Design and Attack (Team 1)

Scenario design for village(Team5)

Game design
Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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