2.744
Concept Exploration (sketch model) Reviews
Home > Assignments > Concept exploration results > Reviews for Magnet Maze Storyboard


 Storyboard Experience
Average Rating
 
Client 1:
Client 2:
Reviewer 3:
Reviewer 4:
Reviewer 5:
Reviewer 6:
Reviewer 7:
Reviewer 8:
Reviewer 9:
Reviewer 10:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Feedback on experience depicted in the storyboard as an Open World Experience

Client 1:

The storyboard for this experience is confusing, but I understand more of what you are going for now that I've looked at the looks-like and works-like models. What is the theme of this experience, though? (And for that matter, what is the theme of the Morse code experience?) At the bottom of the looks-like page you say the room will be themed like a modern art exhibit, but how does the magnet/ball maze fit into that theme?

return to top of page


Client 2:

Fun game, and awesome scaled mock up! We're actually working on a similar version of this that incorporates switched glass into the design for another level of difficulty.

return to top of page


Reviewer 3:

The modern art exhibit is fun and fresh theme. It's a bit unclear how the magnet game fits into the theme of the room in a cohesive way. Additionally, it would help to see some more details of the puzzle to understand how it will be crafted to be an appropriate level of complexity (currently seems potentially too easy).

return to top of page


Reviewer 4:

The storyboard was clear and well drawn. The main thing that jumped out at me was the lack on coherence in the storyboard and room theme. I'm a little bit confused as to why there's a hidden magnet maze in an art museum. Maybe that's not a problem, the magnet maze seems like it could still be a fun game, it just doesn't really make sense to me.

return to top of page


Reviewer 5:

This could be a cool puzzle, but I didn't have any idea what the theme of the room was until I went and checked the team's page. Additionally, the blacklight seems extraneous - why can't just putting the balls into the slots open the door?

All the other objects in the room, in my opinion, distract from the cool main central gag. Maybe focusing the energy on fleshing out the puzzle to give it great themeing instead of the other stuff in the room could aid the immersion.

return to top of page


Reviewer 6:

The game seems pretty straightforward when you realize that you need to tackle the puzzle. The added layer of the secret message in the art is a nice touch.

return to top of page


Reviewer 7:

What is a maze puzzle? Where do the players get the balls? How will they know to put the slots in? Is there a purpose to the books?

There seems to be little to no guidance for the players and at the same time I'm not really sure what they're supposed to be doing but I would imagine in the room it would be much more clear.

Also, it looks a bit dark in the room but that could be the scan / the colors you chose, is it supposed to be dark? Bear in mind these are open ceiling rooms and if so you'll need to make sure that the hidden message which looks like it will be projected will be bright enough.

return to top of page


Reviewer 8:

The experience of being in a museum is really cool, also having a hidden message. I'm not sure if the ball maze makes sense as the way to illuminate the painting for several reasons. The first is that in a museum, you're not supposed to touch anything so how do you signal to the people in the experience that it's ok to start moving stuff. Second off is why is the maze there? Is it a piece of artwork. Also not sure if there would be books in an art museum either. Maybe there is another way to illuminate the painting using the balls and instead of a maze it's like using the molding of the wall or something else that would already be in the museum?

return to top of page


Reviewer 9:

Clear and easy to understand. I'm not sure how the spotlight aspect works but I imagine that's covered in the "works like".

return to top of page


Reviewer 10:

The Open World Experience doesn't necessarily have to be a win/lose game where the team has to get all the magnets to "escape" the room. It can be a point system where the team gets a certain number based on the magnets put in and different magnets can have higher points based on the difficulty of the path. Although, I also like the message panel that displays the code. Maybe there's a way to tie the two things together. It was also mentioned how a number of magnets were used to involve the whole team. I think that making the maze the size of an entire wall or possibly wrapping around more than one wall would make it a bit easier to involve the entire team. I'm not sure why the books are mentioned in the storyboard or what their purpose is, if not aesthetic. Is the team trying to be tricked?

return to top of page