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User Experience Storyboard Reviews
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Thomas Mangan
scribbles n bits
[review]

 Prisoner Escape Sniper Attack Intel Search storyboard design/website In the Army
Average Rating
 
Client 1:
Client 2:
Reviewer 3:
Reviewer 4:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Innovativeness and potential of Prisoner Escape storyboard

Client 1:

Wow, that's a lot of challenges for one room! Does this game fit in the space constraints?

I'd like to see this focus on just one of the physical challenges you've set out - avoid the fence, scale the guard hut, or avoid the spotlights. I think more than that will be impossible in the space, and very, very difficult for large groups to pull off.

I haven't seen any monkey-bar / hanging challenges yet, so I'd like to see you develop the guard hut piece more. Adding the spotlights in could be feasible there if you want to make that 3rd star really tough to get.

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Client 2:

This is a pretty basic physical challenge. Perhaps some breaks in the hand or foot holds could make this a little more interesting?

The fence, wall and pipe elements seem like a lot to fit in 200 sq. ft room. Perhaps consider incorporating these elements into the theming on the walls, rather than making guests pass through them?

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Reviewer 3:

Definitely, a very popular and prominent theme given the project proposal. The idea of combining the war prison scenery with the thrill of a prison escape plan might be an interesting approach in my point of view. The very only thing which I might be concerned with is how immersive will you be able to make the gag. I would certainly worry about that because the scenery you are proposing demands, at least: a fairly wide grass field with fences, walls, a minefield and spotlight, and, as we are talking about a 100 to 200 ft2 room, you might struggle a little with lack of space.

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Reviewer 4:

Really physical and the objective of the game seems clear and straightforward. Doesn't need any reset, and there are a couple of clearly defined ways to fail, so the room could easily be repeated.

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Innovativeness and potential of Sniper Attack storyboard

Client 1:

I have some reservations about putting guns in the hands of players, even fake/well-secured ones. If the goal is to have people play soldier, I think that there are ways to do that by putting them in a defensive position rather than an offensive one. Sneaking into the town might be a better option than shooting your way in. I could even see this game work as you have it without the guns: make players dash between safe zones while the enemy guns are quiet in order to get to the radio.

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Client 2:

Only being able to progress through a maze while an obstacle is disabled by a teammate forces good cooperation and communication. Perhaps multiple targets for "covering fire" can alternate to add a skill element to keeping the sniper suppressed.

A mental component to the game could easily be added by hiding the critical coordinates at the beginning.

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Reviewer 3:

Probably your best storyboard of all three. Again, combines a popular and very exciting combo of scenery and storyline that will certainly please both kids, teens, and adults. Although it might be hard to fit a large group (5 people) in this storyline. It looks to me that if you try to put more than 2 integrants per cycle, the other ones will essentially just follow the group to the end of the room.

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Reviewer 4:

Again, seems pretty physical and engaging. Might be cool if the coordinates were a bit less straightforward? Had to piece together in some way from sniper coordinates, or had to work together with a teammate (maybe one trying to do coordinates while the other is a sniper?).

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Innovativeness and potential of Intel Search storyboard

Client 1:

I don't think this is a viable concept. Ignoring the cultural references that aren't appropriate for an Open World venue, this is very screen-dependent and doesn't require any teamwork at all. If you want to make this a game about logical deduction (Guess Who style) that's fine - just make sure that you have multiple solutions that can be dynamically controlled (can't be built into the theming) and scaled in difficulty.

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Client 2:

Finding and combining clues to pick a suspect could be fun. It may be hard to have enough gameplay without adding a logic puzzle element as well.

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Reviewer 3:

Certainly the least exciting storyline of the three, but still a fairly interesting one and the easiest to implement, though. In addition, it can easily fit both small to large groups and probably the only one which you can adjust difficulty if necessary.

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Reviewer 4:

I like that this one is a bit more mentally-focused, but I think the solution might be a little straightforward. Maybe make the secret file a bit harder to find? Maybe require the people to in some way act on the first piece of info about the white van (e.g. send someone to "search" one van, and if they happen to pick the right one then they get some intel about a combination for a safe with the next clue?).

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Storyboard design and website presentation and execution

Client 1:

Your storyboards do get the game ideas across. However, they don't reference the physical space of the room at all. Considering how your game will physically fit into a space will help control the scope of some of your concepts (thinking of Prisoner Escape in particular).

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Client 2:

The storyboards do a good job of visually depicting the core elements of the conecepts. The website structure chosen was easy to use because of the links between storyboards on each page.

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Reviewer 3:

All in all, both the storyboard and the website are fairly good and clear. Some improvement in the website UI navigation system, as well as dedicating more time to the storyboard drawings - mainly by thinking over how well each drawing content expresses what you are trying to say - would be welcome, though.

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Reviewer 4:

Storyboards are clear and sketches effectively convey the game's intentions. Sketches are particularly helpful in the POW Escape storyboard. Website is clearly laid out, and it's easy to navigate between ideas.

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Room theme, In the Army: engaging and interesting? identifiable with target users?

Client 1:

We've seen this theme work in the past. However, I think there needs to be minimal (if any) focus on players in an offensive role. "Platoon" at Boda Borg works because players are working against the environment and/or avoiding enemies, not attacking them directly.

Also consider the impact of your cultural references. Showing a live hostage situation in a Middle Eastern country is going to prompt some discussion. At best, it's distracting; at worst, offensive.

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Client 2:

Army/Military themes are common in entertainment and provide many opportunities for high pressure, time sensitive challenges. Good theme selection.

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Reviewer 3:

The chosen theme certainly seems to engage and afford interesting play experiences, as well as will probably satiate the target user age experience expectations. I don't have any further comments/suggestions specifically about the theme, though. *all comments/suggestions related to the storyboard have been placed in the previous text boxes.

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Reviewer 4:

I think users will find the theme engaging, and I think it allows for a lot of potential in both physical and mental games (which is a good combo). More could be explored in ways to build up the teamwork portion of the rooms, which would easily fit within the theme. There's also some potential for code-cracking, which would add a tricker mental component to any of the rooms.

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