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Concept Exploration (sketch model) Reviews
Home > Assignments > Concept exploration results > Reviews for Pseudogravity Failure Storyboard


 Storyboard Experience
Average Rating
 
Client 1:
Client 2:
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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 love your simplified game, with the pipes and the zipline. That seems like a lot of fun!

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Client 2:

This story board is great and very clear. Some concerns about the experience is the way the game starts. Can the guests never touch the floor or can they run around freely for the first 5 seconds? If they can never touch the floor, then they will need a starting platform or safe zone to set up and spread out. If there is "safety" for the 1st 5 seconds, they groups can round around and "cheat" past most of the elements that you want them to climb on. Also, is there any feedback when someone pulls a switch or is only when the last switch is pulled?

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Reviewer 3:

Nice shading! The concept was a bit complicated so maybe some more frames would have helped out, but it seems like an interesting puzzle combining observation with physical challenge.

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Reviewer 4:

The narrative is very clear and creates a solid team physical+mental puzzle that can be done with a variety of team sizes. Some of the themes of the room (don't touch the floor, space setting, flashing alarms) are common to other ideas presented in the class. It would be worthwhile to think through some further departures from those themes to make the game more unique (e.g., could you somehow force people to hang upside from the monkey bars to accomplish a task, or force one person to crawl into a tight vent with limited to get more of an adrenaline rush? could you indicate success/failure without a countdown/alarm mechanism?).

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Reviewer 5:

I like the physical aspect of the game but I do see a lot of problems, or more so, questions that I have, that aren't answered in the storyboard. What happens if players don't climb in time? What happens if they fall and touch the ground? Do they lose the game? And how will the room track if they do fall down? Are there sensors, cameras? I also think that remembering a sequence in a game that involves a lot of physical activity might be too complicated for teams. Maybe just having teams flip the switches would be good enough?

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Reviewer 6:

I love the ideal and fleshed details. The only concern I had is how do you create the pseudo gravity effect?

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Reviewer 7:

I think the idea of having to move around the room 'secured' to something is a super neat idea. I'm not sure if the gravity failure makes sense though, since people on monkey bars or a zipline will certainly be acutely aware of the gravity still acting on their bodies. Maybe explosive decompression (just put a strong fan somewhere)? Overall super neat game idea, just not sure about the story to force it.

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Reviewer 8:

It is a delicate, detailed and interesting storyboard. I am confused how people are guided to use the monkey bar in the game?

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Reviewer 9:

Pseudogravity failure has an exciting idea and objective. Past comments noted that pseudogravity might not be something all visitors are familiar with, so alternatives of power failure and pressure failure were proposed. Another possible alternative might be a spill of a hazardous chemical, which might also lend itself to an explanation of why the visitors cannot step on the floor. The idea that the floor only becomes lava ~20sec after the visitors enter keeps the visitors from immediately failing, but also might make the physical task of reaching all the handles easier as visitors could just run across the floor in the first 20sec. It would be a pity if groups solved this game without getting to interact with the zipline. One possibility might be to revise this room to always have a "floor is lava" rule, although that might require altering the flashing colored light mechanic too.

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Reviewer 10:

It sounds like a really cool physical challenge! although I do have concerns about guests not understanding the situation. As for the storyboard - it may not be obvious that the players are not allowed on the ground - perhaps adding lights or sound effects to 'warn' the guests against stepping on the ground? Also, how would the game change with the number of players? If there are only three people in the team, would they have less switches to push, or someone would have to climb to multiple switches? Would all switches be equally difficult to get to?

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Reviewer 11:

The game sounds super fun! One problem could be that the room may not be big enough for the game. It sounds like you need a lot more space!

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Reviewer 12:

Room seems fun! Plays on an established series of escape rooms in which you can't touch the floor, so I think the goal would be clear. I like the idea of having to remember the order of flashing colors on the sign.

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Reviewer 13:

I really like the originality of this idea and how its implemented to engage users into the physical activity of climbing through the room. The only concern is how would you make sure that the users engage the climbing elements instead of just walking freely through the room. A possible suggestion is to impede the act of walking itself and place a foam pit throughout the room.

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Reviewer 14:

I think this storyboard is really interesting and unique! I like the combination of the mental and physical challenge with having to remember the color order and then ninja warrior your way through the room. This definitely strikes me as one where the first time through, guests would realize they needed to pay attention and then subsequent times they'll fail physically until they finally complete the room.

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