Storyboard Don't Wake the Monster: innovativeness and potential
Client 1:
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There are some parts of this concept that are somewhat disjointed. Overall, the idea of having players ring bells in a certain order can be a fun way of combining a physical task with an auditory element.
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Client 2:
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Your game has lots of elements that I like - a musical solution, interesting room design, and a "keep quiet" element. Each of these poses some challenges that I think you'll want to address. The "keep quiet" game is one I would love to play, but isn't really feasible in the Open World environment. It's tough to tell when sounds originate inside the room vs. outside, and it would be very frustrating to fail because of a noisy group just outside! Tone detection is a fun one. I have to admit that for all of my 10+ years of musical education though, I don't know what ".75 above" frequency means. I'll trust that there is a clear idea behind this, and just suggest that you think about how you might detect different solutions. Are there devices that can detect multiple tones at once? Do you need multiple tones at once? How is the bell different than just pressing a button? (Maybe it's identical, given one of your variations). If it is identical, what's the point of using a bell? How do you think you might change the gameplay to accommodate 2 players? or 6? "Hard coding" the number of players into the room architecture is generally not advisable because it's so difficult to change. I would encourage you to experiment with 6 alcoves, and remove the synchronization piece. Maybe the alcove elements need to be triggered in a certain order, or in pairs instead. That removes the requirement to have a specific number of players. Overall, this concept has promise - it just needs a little refinement to bring it into the real world.
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Reviewer 3:
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I think the idea of having to somehow play a lullaby to put a monster to sleep has potential. With the current implementation I wonder how it can accommodate different team sizes. For instance would a team of 2 people be able to complete the room, do the frequencies need to be achieved at the same time? For teams larger than 3 what will the other guests do to stay occupied?
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Reviewer 4:
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The idea is quite innovative and could be implemented! I liked a few parts about the puzzle but was uncertain regarding some of the other aspects. Since we need to design keeping in mind the player team sizes varying from 2-5, it needs to be made engaging for everyone, rather than just 3 people. I was wondering if it could be redesigned in a way such that the others could also be involved. For instance, there could be a certain light in the room that would indicate when to hit the bell so some members would have to instruct when to hit the bell or not.
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Reviewer 5:
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This is an interesting idea - I like that the experience starts even before you enter the room. I'm a little confused about the frequency number (pardon my ignorance). Also, it would help if there is some indication as to when the monster falls back asleep. Right now, I'm not too sure how long the players need to work together to put the monster back to sleep.
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Potential, feasibility, user experience and human factors shown in the concept sketch, Button Smashing
Client 1:
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If the device was a bell, how is it sensed? If the input device is a button, why are they pushing it? How does that fit the monster them?
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Client 2:
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How does this tie into your theme? I can buy the bell idea by imagining that music calms the monster down. What does pressing a button do?
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Reviewer 3:
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I am not sure what you mean by hitting a button at the correct frequency, are there different buttons that correspond to different frequencies? Does clicking multiple buttons change the frequency (like having additive frequencies)? Or do you have to keep pressing a button to keep the frequency within the acceptable range?
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Reviewer 4:
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In my opinion, the variation of smashing buttons instead of ringing the bell is not a considerable difference. It'd have been better to alter the game play in a more significant manner. Also, ringing the bell is probably more intuitive about waking the monster than simply hitting the buttons. I have a small suggestion, the author could possibly make the task harder by sequentially lighting the buttons at different locations on certain notes and make the players smash them.
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Reviewer 5:
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I think this is a reasonable option instead of the bells. It doesn't fit as well with the room theme (it seems medieval almost? buttons would be out of place)
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Potential, feasibility, user experience and human factors shown in the concept sketch, Synchronized Pull-Ups
Client 1:
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How do they know to do a pull up? How does the show know they are doing a pull up???
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Client 2:
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Interesting approach... I like pullups as much as the next person (probably more so), but I don't think I'd be pleased to find them in an Open World game! Also consider that a huge number of visitors will not actually be able to do even one. How are you planning on detecting pullup frequency? (or even that visitors aren't just hanging from the bar?
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Reviewer 3:
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I am not sure how possible this would be, since many people cannot complete a full pull up, especially considering the differing ages, heights and weights of the guests.
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Reviewer 4:
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This sounds like a nice idea! I like the aspect that it'll involve some physical activity to pass the puzzle. My only concern with the idea would be its relation to the story and the theme. Since, it is about waking a monster up, how would pull-ups fit into the story? The nature of the physical activity could probably be altered to fit well.
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Reviewer 5:
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This one is a little more physical - what if the players are unable to do pull ups? Those are difficult to do and I'm not sure how you would measure a successful pull up.
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Potential, feasibility, user experience and human factors shown in the concept sketch, Synchronized Jumps
Client 1:
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This game could change from a "floor is lava" and then "everyone has to be on the floor". The way it is written, it appears to be calisthenics. Why are the players stepping up on the box?
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Client 2:
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Same comment here as on the button variation: how does it relate to your theme? How does the gameplay change for 2 vs 6 players?
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Reviewer 3:
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How will the guests know what that coordinated fashion is? Is it by trial and error, does it depend on the boxes and people in the other alcoves?
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Reviewer 4:
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I really liked the aspect of teamwork and physical activity in this variation of the puzzle! As with the synchronized pull-ups there would be difficulty establishing relation to the overall story of monster getting awakened. If the author could add an element to include a sound in the story which would only stop when the players would jump, it would be so much better.
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Reviewer 5:
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Again with this one, physicality might be a challenge. If you have one or two people who are physically disabled, it could be excluding.
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Sketching technique, clarity of storyboard and concept sketches, and their web presentation
Client 1:
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This presentation lacked some detail that could have helped convey the idea more digestible fashion.
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Client 2:
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It looks like you put a lot of work into your storyboard, then maybe ran out of time for the variations. I would have liked to see more detail about each mechanism, especially if that's the only thing that differentiates one variation from the next. Nice two point perspective on the storyboards (although that tilted text on the very first pane is killing me! needs to be rasterized and skewed so that the bottoms of the letters point towards the ground plane).
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Reviewer 3:
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Good job incorporating all of the sketching techniques we used in class! Your sketches were clear and informative, and your website was easy to use. I would have appreciated some more description of the concept sketches.
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Reviewer 4:
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The website is simple and not that difficult to navigate. Although, the website had a single home page that made me land on storyboard even for the link for concept sketches. In my opinion, the author could have added more details to the concept sketches to help us visualize the design intent and the game play in a better manner. The use of 2-point perspective for the sketches would have also boosted the overall visual appeal of the sketches.
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Reviewer 5:
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Great shading! I liked the sketching and the perspectives were all very good. I was able to follow the storyboard quite easily as well. The website was nice and simple - I liked the links up top to give me the freedom to navigate around. I would recommend spell check as there were a few spelling mistakes.
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