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Concept Exploration (sketch model) Reviews
Home > Assignments > Concept exploration results > Reviews for Stealing the Artifact Storyboard


 Storyboard Experience
Average Rating
 
Client 1:
Reviewer 2:
Reviewer 3:
Reviewer 4:
Reviewer 5:
Reviewer 6:
Reviewer 7:
Reviewer 8:
Reviewer 9:
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:

I have a mixed opinion of this concept. The part I like best is allowing users to choose which alarms they will face as they cross the room - that's an element of choice that we haven't played with before. It does add some complexity on the show control and wiring sides, but it may be worth it for the uniqueness.

I don't like that this is a two-phase room. The room will take too long for groups to cycle through, plus the amount of IO to integrate the two concepts is prohibitive. I recommend that you choose one of the two concepts (cross the room or remove the artifact) and focus on that.

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Reviewer 2:

This seems like a fun idea but I have several concerns with the storyboard. Since guests are supposed to remove the object, how will you ensure the room reset and that guests won't walk out with the object? Button pressing is fun but doesn't seem that difficult to do- perhaps the difficulty could be scaled up by adding some fail conditions if things are done in an incorrect order. The text with the storyboard wasn't very clear and it seemed like it could have been explained better.

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Reviewer 3:

The game of stealing the artifact is novel and exciting. I have two comments: (1) It's a bit confusing when I read act 2 of the storyboard where is says that the guests can figure out how to turn off 2 of the alarms but they must deal with one alarm of their choice. Will the game have different outcome based on the 2 alarms that they turn off. (2) The storyboard does not explain how the users would deal with that one alarm. Act 3 & 4 explains that users have to push a button and turn a lever to unlock the artifact but does not explain what happens to the last active alarm.

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Reviewer 4:

This storyboard looks like a lot of fun -- we've all wanted to run a heist. However, I think you could add some more interesting puzzles to stealing the diamond. Maybe there is a physical puzzle that has a specific sequence on it that users need to execute with the real levers.

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Reviewer 5:

I like that this storyboard and game requires a lot of team work and coordination and gets everyone involved in the game. I was a little confused by the levers and what alarms they are turning off? do they turn off the laser lights, it seemed like these were still activated? Maybe making this a little clearer. I also wasn't sure, do they walk away will the artifact or is it kept in place and they just leave the room? If they take the artifact how will it self reset?

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Reviewer 6:

I understand the concept of the storyboard and think it's an exciting experience for users (stealing an artifact without getting caught by the police). However I think some details of the feasibility still need to be hashed out if they haven't been already. For example, what would prevent the users from just bolting for the exit? If there's a time limit after triggering one of the lasers, it's possible that the users could still bypass the room with just speed alone unless there was another limiting factor. It's also unclear how the room would reset if the user is supposed to take the artifact away from its original place.

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Reviewer 7:

I think this storyboard fits well within the expectations set by the client. I really like the attention to detail, all the way to the end of the experience with the police lights on. I think it may be slightly confusing when the lights come on because they may think that they have been caught and failed, so I would maybe give some audio cue that they had succeeded.

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Reviewer 8:

This seems like a fun game that would be fairly easy to implement. The only concern I have is that it seems that it wouldn't be possible for a 2-person team to succeed because 1 person is needed on the lever, another on the button, and another to steal the artifact, so a minimum team size of 3 is required as written (I think they wanted 2-4?). Other than that it seems neat.

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Reviewer 9:

I really like the idea of the "museum heist" feel to the room theme. It's fun, and plays into a lot of different movies we've all seen (Ocean's 11, 12, 13, etc). I do think there's a concern with the players actually stealing the artifact that you don't want them to steal (there goes the self-reset). There's option for avoiding this though - like having to place the artifact in a different location in the room? Maybe two different themed rooms - one is looks like your home/fire place mantel, and one looks like the museum. You have to transfer from one to the other to succeed?

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