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Concept Exploration (sketch model) Reviews
Home > Assignments > Concept exploration results > Reviews for Ravaging the Grocery Store 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:

Fun! I like the idea of having to climb the shelves to touch things up there - whether or not it's food, or what. Very Fallout.

I personally would eliminate the grocery cart for a few reasons. One, we are trying to avoid 'things in tracks on floors' as much as possible. They are a maintenance issue, and they are also trip hazards.

Also, if a guest can climb a shelf instead of wheeling over to it - they will.

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Client 2:

I think that this game could be a lot of fun! Remember that the space you have to work with is going to end up being a lot smaller than what you have drawn in the storyboards.

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Reviewer 3:

I don't really get the appeal of this puzzle. You just have to climb shelves and touch things. That's something I regularly do in my own house, not something I'd want at open world.

Based on the story board, it only looks like part of the shelves are designed to be climbed on, but I'd be climbing and bouncing on every part of the assembly. The cart is unnecessary with its current design.

I just don't see the challenge with this puzzle.

I also don't know how you're going to make it immersive and very clear that this is a post-apocalyptic grocery store. Since the room is stand alone, you don't have the luxury of previous rooms providing context.

I'm pretty sure looters will reach the top shelf. It seems unrealistic that you're the only starving people who have the gumption to reach the top shelf.

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Reviewer 4:

I like the concept of practical things in a post-apocalyptic world. I worry that climbing on shelves and on sliding shopping carts might be dangerous for players. Also, simply touching the objects, does not capture the essence of ravaging the grocery store. Perhaps give more thought to a way to truly collect items and have them returned somehow.

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Reviewer 5:

This is just semantics but is there some other way to symbolize collecting foods rather than turning off lights. The name of the game suggests collecting foods but turning off lights doesn't really do that. Perhaps de-toxing them so they're safe to have. Not the biggest gripe just something for the story. As for the gameplay, what are fail conditions. It seems like it can be fun but its rather straightforward. Are you going against the clock? What is the sense of urgency?

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Reviewer 6:

If the shelves are meant to be climbed, I don't see the point of the shopping cart.

Now if the cart is out, so does collaboration. Perhaps you can design the game to incorporate synchronized touching of specific items. So Player A in Aile 1 touches the peanuts, and then player B in Aile 2 touches the cereal, while Player C is solving the puzzle somewhere and reading off the clues.

I don't think you have a lot of horizontal space to work with, so you might want to design your shelves to be taller

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Reviewer 7:

I like the idea of having to scavenge for food after the apocalypse, but I think it would be more interesting and fun for players if they needed to collect specific items of food. For example, if there was some digital shopping list where they needed specific items for a funky recipe. I would also make sure the room is safe for people to climb in and that they won't hurt themselves if they fall when climbing shelves.

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Reviewer 8:

I really like the premise of this idea and I agree with a lot of the comments made in class relating to tying gameplay to the story. There should definitely be a reason for touching the ones you are touching- whether they're a grocery list and you're turning them on instead of off or if you're deactivating radioactive food or something. Then perhaps they don't all have to be on the top shelf- this can help with getting multiple guests involved at once and maybe even require coordination if there's an order people have to follow in touching items.

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Reviewer 9:

Ravaging for Groceries aligns well with the post-apocalyptic theme, and the goal of collecting groceries from the top shelf make sense. The multiple mechanisms for reaching the groceries will allow all members of the group to participate and work together to accomplish the goal. Depending on how difficult the shelves are to climb the difficulty of this room can be adjusted. To further adjust the difficulty of this room, the boxes might be designed to "expire" with time, leading to strategy that requires some boxes to be grabbed first. An additional mechanism like that might add some strategy to decrease the success rate of the room if it is too high. Overall, the idea is novel and fits well with the theme, in addition to having the potential to engage all group members.

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Reviewer 10:

This storyboard really gives the sense of a physically engaging and strenuous game (and one that requires cooperation among at least two participants in the room)! I also think this fits well within the constraints of 5-Wits open world concept.

I don't think very many people are going to expect to have to negotiate a derelict grocery store in the 5-Wits open world, but it certainly looks like a fun challenge.

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