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Aaron Thom
the great s cape
[review]

 A Walk in the Park Towering Inferno Number 2 Plant storyboard design/website Little Fires Everywhere
Average Rating
 
Client 1:
Client 2:
Client 3:
Reviewer 4:
Reviewer 5:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Innovativeness and potential of A Walk in the Park storyboard

Client 1:

I'm not sure how this would work in a 'real space.' We don't want to use steam or water, and 'making the ground shake' will be very difficult.

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Client 2:

Reassembliing exploded pipe sounds like a great premise for an OpenWorld room.

Technically speaking there are definitely a lot of challenges. How do the pipes connect to one another? How do they 'fall apart?' How many pieces of pipe would you use? How do you keep them from hurting somebody when they fall apart? How do you sense what position the pipes are in?

I think that if you can figure out answers to all of these issues you could certainly have a fun and exciting OpenWorld game. I also think that the exploding pipe game could easily be applied to a lot of different themes (scifi, space, industrial, etc.) and maybe 'A Walk in the Park' isn't the best theme for the game. Good concept!

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Client 3:

A game with pieces like this is tricky for a couple reasons:

1) How would the game reset? The pieces need to be ready in some way for the next group.

2) How do you keep the group from scattering them all around? Games with small pieces tend the wander and even get lost/hidden from the next group. Maybe think about how you could reset this game with actuators or magnets or something to dismantle it when they leave. Also how they could be contained a bit.

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Reviewer 4:

I think the challenge of reconnecting pipes has potential. I find that connecting the pipes to the earthquake might be weird because I've never heard of earthquakes being caused my pipe systems underground. Maybe frame the challenge in a different but still innovative way? I think I'd like to avoid using the announcement that gives away what the challenge is if possible. It'd be cool if there was some sort of more subtle indication, but still be possible to solve in the end.

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Reviewer 5:

The gas and meter idea is an innovative concept. The sequential action of the earthquake followed by the rising pressure meter adds scorability to the game.

While it's a novel idea, further thought could go into figuring out how to increase the difficulty and complexity of the game. Are there many other pipes on ground and different combinations to succeed? The game should not be so easy as to succeed on the first try.

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Innovativeness and potential of Towering Inferno storyboard

Client 1:

We try to avoid water at all costs, after doing 20,000 leagues. Also, doing a 'tourism of Boston' theme right next to the actual city might be a little weird.

Also, we can't guarantee that the group will reset the pipes into the walls. We have no idea what state they'll be in when the next group walks in.

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Client 2:

This seems like a very similar concept to the previous storyboard, A Walk in The Park, I personally like the presentation of this one more, but overall it comes with very similar potential design issues. I certainly think it has potential though, it just needs some development, especially on the technical side.

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Client 3:

This game seems similar to the last one: pipe breaks, and you have to build a new one. Is there another game/activity you could think of? Something physically challenging? Requires teamwork?

I would have some of the same concerns as above on reset and small parts scattering.

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Reviewer 4:

The challenge of reconnecting the pipes in a certain orientation is very similar to storyboard 1. I think the concept is more clear and innovative in this one, though, if you were choosing between the two. The idea of fixing water pipes to put out fire makes sense and has potential. Be careful of using specific knowledge - for ex: Users may be confused what the "Pru" is (I'm not familiar with what it is).

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Reviewer 5:

The water pipes putting out a fire looks a like a fun game with an element of urgency for excitement. The resetting principle is interesting with the earthquake allowing for the game to start. I wonder if teamwork could make the game more easy to gauge performance and interesting for multiple people to play. Perhaps each wall has to be set up correctly, so each team member has something to do.

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Innovativeness and potential of Number 2 Plant storyboard

Client 1:

I really don't think a 'poop scented' room is going to go over very well with our guests... Nor will spraying them with a liquid that we say is human waste. Sorry.

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Client 2:

This is a 'shitty' idea. But seriously, the design concept is good, although there may be some technical issues that need to be worked through. I think that you can work through the design of any of these ideas independently of the theme. Nice concept.

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Client 3:

Once again, this seems like the last two ideas. Reach out a bit! I'm sure you could be a bit more creative, and make the ideas different other the just the setting.

A game in a waste treatment plant is probably possible if done tastefully, but is also possible to do wrong and just gross people out.

same concerns as pipe puzzle written above.

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Reviewer 4:

This challenge also involves figuring out pipe systems. I would have liked to see more variety in challenges! The idea of poop may be funny for younger audiences, but may seem unpleasant to users. From a practical viewpoint, the smell/mist may be hard to contain to a single room and may potentially ruin the experience of other rooms.

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Reviewer 5:

The poop theme is hilarious and fun for all ages. The resetting is again clever. However, the pipe realignment idea seems repetitive from the previous storyboards. Putting broken pipes together is something players are already doing in A Walk in the Park. What if players had to clean up the poop mess before it gets to the water supply? It seems like this and the other games require more mental ability than anything else. is there a way to add a physical or dexterity element to the game?

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Storyboard design and website presentation and execution

Client 1:

Legible, and design intent conveyed.

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Client 2:

Good presentation. Easy to navigate.

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Client 3:

The drawings were ok. Good use of simple text without being too wordy.

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Reviewer 4:

It was a little difficult to understand the storyboards at first and what the experience should be like. In the future, maybe try to convey the experience through visuals instead of relying on text. A picture speaks a thousand words! There are a lot of helpful resources on the 2.744 for drawing. The website was easy enough to navigate through.

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Reviewer 5:

Aaron's storyboards and website are clearly laid out and easily understandable. The images don't resize with smaller screens. It would be easier to see if the image width were set as a percentage rather than absolute pixels. The layout could be stronger if the storyboard summary text were at the top of the storyboard instead of at the bottom.

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Room theme, Little Fires Everywhere: engaging and interesting? identifiable with target users?

Client 1:

The game was identical between the three ideas, with just the settings changed - and to be honest, I'm not sure any of the suggested themes would fit well with any target audience...

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Client 2:

I don't understand this theme at all really.

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Client 3:

I'm not sure I totally see the connection between your rooms. The pipes element is cool, but the game-play should have more variety I think. From there, maybe there could be a bit more that ties them together. Maybe even Boston Landmarks is a close idea.

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Reviewer 4:

When reading the theme title and the storyboards, it is still a bit unclear to me what the theme is exactly. I think I would try to avoid using Boston-specific knowledge (much of the context uses Boston things) because users may traveling from other places or they could be like me and not really know what's it Boston. I would try to find a theme that could maybe incorporate the ideas behind these storyboards but have more room for imagination and innovation.

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Reviewer 5:

Little Fires Everywhere seems to have an interesting ecological bent, which does not strongly pull all the storyboards together, but could appeal to the age group. As they are now, the games are a little on the simplistic side and employ similar techniques to solve all of them. A stronger theme--maybe it's set in a recycling plant or only in the sewage plant, and each game explores a different part of the plant.

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