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Concept Refinement Reviews
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team mango

 System Assembly
Average Rating
 
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1-marginal     2-ok    3-good     4-very good    5-outstanding

System assembly design and storyboard comments

Client 1:

comments provided on Garrison Snyder's review form
I would be interested to get some average gameplay durations from your prototype. My gut says that this is going to be a very long game - the targets are small, and you're aiming blindly for them. Luckily, because the board is hidden, the game lends itself to fudging the results a little bit if necessary.

I would consider testing a mode where you don't restrict access to the balls. More people will be able to play and it will shorten the game a bit. It adds a bit of complexity to the code but not too much, and I think it could be a fun, high-energy group game.


Reviewer 2:

comments provided on Cameron Arnet's review form
The only concern that I have regarding the storyboard is the role of players when there are 5 of them in the room. I was thinking maybe having multiple shooting guns in the room ensures each player having a gun to shoot with.

In addition, the balls can be directed to gun without the intervention of the players. This way, we can make sure no one would take a ball out of the room.


Reviewer 3:

comments provided on Cameron Arnet's review form
I really like this concept. It's very flexible in terms of number of players and intuitive on the game play. I am a bit confused on how the display will work. It seems to block the players when they are trying to throw the ball. Maybe putting the display wall on the back or making it smaller and placing it somewhere else? Otherwise, great concept!


Reviewer 4:

comments provided on Cameron Arnet's review form
For a user experience, you should try to test users who have never played battleship before to see if they get the concept. Also the design you have now it would be easy for players to take balls with them. It could be a good idea to have holes that players could stick their hands in to reach the balls but the balls would be to big for the players to take them with them. Also has any analysis been done to see if a ball thrown into a hole will hit the corresponding place on the grid on the other side? It could be easier instead of throwing the ball, to roll it, then you would have a combination of skee-ball and battleship. Then you might not even need this ball detection grid, it would be built into the display board.


Reviewer 5:

comments provided on Eduardo Orozco's review form
The idea of a large-scale battleship game seems like fun, but it's not clear how engaged players will be with the feedback mechanism for knowing whether they hit a ship. As shown, the game seems to depend largely on luck, if individuals cannot see exactly where the balls went. Additionally, while other games also have loos parts, these seem particularly vulnerable to theft. Perhaps making the cannonballs larger (but less dense of course) would held avoid that.


Reviewer 6:

comments provided on Eduardo Orozco's review form
I'd like to see the board in your game slanted instead of flat. It will make it easier to teams to perceive how far away it is and to make it into the goals they want to.


Reviewer 7:

comments provided on Eduardo Orozco's review form
This is probably my favorite game idea. My only concern is space allocation within the room. In the room layout you proposed, I don't know where the players will stand. Thinking about the dimensions of all your parts will be a critical part of the success! Such a cool idea though


Reviewer 8:

comments provided on Eduardo Orozco's review form
Would appreciate a digital instead of hand drawn storyboard, or one with more clear scale and room layout.


Reviewer 9:

comments provided on Garrison Snyder's review form
The display board was well drawn and easy to understand. I think this will be a fun game.


Reviewer 10:

comments provided on Garrison Snyder's review form
Good job with showing the ball collection mechanism. The user experience sounds really fun and the system assembly looks very complete and put together. Can't wait to see it in action.


Reviewer 11:

comments provided on Garrison Snyder's review form
How do you ensure that multiple guests stay engaged throughout? perhaps the time to win the game is so short that all guests have to be throwing balls at the same time in order to win. Or that the board/location of the ships keeps on changing so they need to work quickly to catch them.


Reviewer 12:

comments provided on Garrison Snyder's review form
Great game overall, I think that the gameplay would be really fun and challenging. I think the experience of lobbing a cannonball over the wall would be entertaining, and potentially frustrating, as it's hard to aim.


Reviewer 14:

comments provided on Pearl Willmer-Shiles's review form
I think this is a successful storyboard for the user, but perhaps from the player's point of view more physical aspects to the game progression might be fun!


Reviewer 15:

comments provided on Pearl Willmer-Shiles's review form
It is clear and concise, showing clearly how the game runs. Conceptually it is sound idea with simple designs.


Reviewer 16:

comments provided on Stephanie Diaz's review form
This is kind of a morph between Battleship and basketball - seems very fun! It does seem very hard though, since there is no way for guests to even glimpse the other side. Additionally, how do guests lose the game? Do they have to hit all the battleships in a given amount of time or do they only have so many balls? It wasn't clear from your storyboard or assemblies. Really nice sketches!


Reviewer 17:

comments provided on Stephanie Diaz's review form
I have always loved Battleship when I was young. It is always an exciting game when you fight with your opponent to see who would sink all the battleships first.

However, I realized this isn't the same for this game room. It seems to be quite a one-sided game since only you are attacking the opponent's ships while they are not attacking you. I would like to suggest to perhaps introduce that element where the computer would randomly fire at the team's battleship to try and sink it. This would make it more exciting as compared to just a normal throwing the ball over the wall game. This could even be used as your failure mechanism (the team fails when all their ships are sunk as compared to they fail when they run out of balls to throw)

I'm not sure if you have already considered this but it would be good to have a net over the other side of the room. I can totally imagine some kids throwing the balls outside the room which would mess up the game.


Reviewer 18:

comments provided on Stephanie Diaz's review form
I'm a little bit confused about one part of the game/storyboard. When players toss the ball, are they tossing it onto the grid, or are they trying to toss it over the wall to a grid on the other side? Where do the balls go after they are tossed? The CAD from the system assembly seems to suggest that the mechanism of the game has changed since the storyboard. If this is the case, the storyboard should be updated. If not, there should be more explanation on the system page to explain how it fits into the storyboard.

Otherwise, there was clearly a lot of time spent on the CAD assembly. Good work!


Reviewer 19:

comments provided on Stephanie Diaz's review form
My biggest fear is that the current assembly doesn't account for players missing the board. It's not apparent from the renderings, but I assume the board is tilted in some way so the balls flow to the tube/gun.