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Concept Refinement Reviews
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the great s cape

 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 Aaron Thom's review form
The storyboard and system assembly look very feasible and fun to play. Changing the layout so that the core is a contained in a in-room cabinet, rather than a separate chamber with a window will make this much easier to produce. Good move.

There are still many missing details from the design, but it seems like most of the important decisions have been identified and thought through. Good work!


Client 2:

comments provided on Izzy Lloyd's review form
I missed the ", Website" in my previous review! This website looks great and presents the design intent in a clear and concise manner. Well done!


Reviewer 3:

comments provided on Aaron Thom's review form
This room is really strong and I think it would be a lot of fun to play. I would have liked to see more of the function of some of these subsystems; for example, what type of sensor will you use to tell if the control rod is in the core? The renderings, however, do give off a nuclear-reactor vibe and I like how you used real reactors as inspiration in your styling.


Reviewer 4:

comments provided on Aaron Thom's review form
I really like this storyboard. The huge apparatus seems really fun for users to operate, and I appreciate that you have already done some play testing on it. The overall design of the room fits the theme well, and the objective is easy to figure out, yet difficult to accomplish, which will keep players coming back.


Reviewer 6:

comments provided on Aaron Thom's review form
The overall gameplay mechanics looks legit! The game sounds like fun and would be easy to implement for the OpenWorlds concept. Overall, nice designs and assemblies.


Reviewer 7:

comments provided on Drew Walker's review form
Looks great! Storyboard is clear and well-explained. I think the decision to simplify the room's design as much as possible is a good one.


Reviewer 8:

comments provided on Drew Walker's review form
This seems to be an interesting challenge, and the teams seems to have put more thought into how to make it interactive for 2-5 players. Another possible consideration for player interaction could be separate claws which are permanently attached to holes in the large box. Players not controlling the main crane could use these claws to grab or move the control rods while they are on the floor, to make them easier to pick up with the crane. This might be easier to implement than movable curtains as the claws could always be there and each team could choose to use them or not. Overall the concept and challenge seem fun and fairly unique!


Reviewer 9:

comments provided on Drew Walker's review form
I like the game! Overall, the only question I have is how big each of the components are? The proportions of the components seem to be different in the room assembly and room illustrations..


Reviewer 10:

comments provided on Drew Walker's review form
This is a really engaging concept for a room. I like that it's set in the future and that there is a sense of danger for the room, I think that would make it really exciting for the players. I also like that you considered how many people might be able to participate and what the different scenarios are. Visual and sound effects are mentioned and I think that will be great for adding to the vibe of the room and also thinking about how you communicate if the rods end up in the precise location (or if they are getting close to being lined up). I also like the addition of the clock/time element and other elements that come out as it gets closer to running out of time like the steam. Great work! This is a really cool user experience.

Also one other thing- how does it reset especially if the people don't end up getting all the rods in place?


Reviewer 11:

comments provided on Izzy Lloyd's review form
Seems like it's a well-thought out story, with a novel device/gag that you've designed and tested thoroughly already. Good job!


Reviewer 12:

comments provided on Izzy Lloyd's review form
This seems quite fun, I like the idea of the core turning different colours as time is running out. My only concern is that there only seems to be two controls and i'm not really sure what the other three people would do if there are five people in the room.


Reviewer 13:

comments provided on Izzy Lloyd's review form
This game seems like an excellent fulfillment of 5 Wits's requirements given the engineering limitations of the room's size and the number of players. The physical separation between the players and the objects, along with the abstraction between the crane and its input mechanisms, provides a suitable degree of difficulty that would be challenging, but not frustrating or confusing. The operation of the game is clearly thought out and provide's a neat user experience that seems like it'll be a lot of fun. Looking forward to seeing the final implementation!


Reviewer 14:

comments provided on Izzy Lloyd's review form
I like the physical aspect of the challenge, especially the fact that it is immediately clear what players are supposed to do. My favorite challenges are those where the difficulty is in the execution of the challenge, rather than in figuring out what the challenge is.


Reviewer 15:

comments provided on Jeremy Hare's review form
I like the interaction that players would have to work together. It's a single and clear challenge and I think it works best in the Open-World scenario. My only worry is that this game seems like it is only meant for 3 players, so maybe addressing that with an extra knob somewhere or something for a team of 5 to be entertained would be extra awesome. I know it was mentioned in the notes, but a more clear explanation is needed to understand how it will be implemented.


Reviewer 16:

comments provided on Jeremy Hare's review form
I think this is a great idea, and has some real promise moving forward. There's a clear goal here, and as such, the room isn't over complicated in this sense, while the task at hand can prove to be difficult (which is the right things to do it in my opinion!) A problem that most teams are running into is how to make sure everyone is contributing, and it's something to eventual think about when implementing the crane into the final room.


Reviewer 17:

comments provided on Jeremy Hare's review form
It is user-friendly. However, I am not sure how to restore cores after the game.


Reviewer 18:

comments provided on Jeremy Hare's review form
I think that this game is very fun and requires a lot of skill, and a physical aspect. I think that it does require team work but wonder if theres a way to make it have even more if there are 5 people playing. I really like the theming of the room and think it will be a fun game to play, especially as time is winding down and players struggle to finish on time.


Reviewer 20:

comments provided on Kevin Schell's review form
Beyond my previous comments I would add that the window idea which requires that one player is at the "spotter" and gives instructions to the other players should be brought back... at least for one of the rods, as it is an effective way of engaging another player and improving the team collaboration dynamics.


Reviewer 21:

comments provided on Kevin Schell's review form
In the room rendering, you mentioned that you wanted to draw the user's attention to the cranks and the important mechanisms of your room, but I think it might be interesting to test out putting "meaningless" buttons in the room and control panel to confuse the user at first. The one question I had from your storyboard and other sections, is: how would you know how many players are present? It seemed like you wanted to install a curtain when there are more players, but perhaps using my idea above (with the glass window) will make that unnecessary. Lastly, I think that the three-layer user feedback of the time limit is a great plus to your concept. The timer is an obvious one, plus, the core becomes red and the pipes begin to steam. I think you should think about whether the timer is actually necessary, because after a few tries (or even one), it will be obvious that there is a time limit. Having been to Boda Borg, I saw that there were many rooms with a time limit but it wasn't obvious at first (there were more subtle cues), but the room still worked.


Reviewer 22:

comments provided on Melody Mui's review form
You guys have done a great job of designing for the experience of the players, thinking about the visual details of the room and attracting the players to the right props. The next step will be an assembly of the whole room, incorporating the panels provided by 5 Witts.


Reviewer 23:

comments provided on Melody Mui's review form
I liked the storyboard. I feel like this would be very fun to play, especially because there is a timer and you have to work together with your friends. For your CAD assembly, a visual of the interface between the crane and the mechanical cranks would have been helpful. You have renderings of the full system but I didn't see exactly how the cranks and crane are connected.


Reviewer 24:

comments provided on Melody Mui's review form
Seems like the rest of the room is quite sparse - what might you put on the wall to make it more immersive?


Reviewer 25:

comments provided on Melody Mui's review form
I'm not super sure what the experience of the room is since the storyboard page didn't appear to be working, but if I have understood the drawings correctly, you're meant to use the crane to place items in the correct slot.

This seems like a good idea, and a good way of adapting a known system (the crane) to an original storyline; however, I'm not super sure how much teamwork is required in this game.