TEAM NAME: Aurora Game Name: Aeon: Observations: Analysis
TEAM NAME: Aurora Game Name: Aeon: Observations: Analysis
GAM 302
12/7/14
Observations:
Analysis:
Thomas Ball
GAM 302
12/7/14
Thomas Ball
GAM 302
12/7/14
Thomas Ball
GAM 302
12/7/14
abilities, and bosses that require them to be defeated, akin to a typical Legend of Zelda game.
Our original plan was to have a number of abilities that the players could unlock in any order
they wish. This posed a problem for building environments, since we could never be certain what
the player would be able or unable to do at any given time.
Analysis of the data shows us that our potential players are more interested in the more
structured of these two options, with freeform abilities only receiving a third as many votes.
Boss
Abilities
Question 2: Do you prefer to move out of the way of enemy attacks, or use a dodge roll?
Thomas Ball
GAM 302
12/7/14
A dodge roll is a difficult thing to perfect, and some players arent even interested in it since our
game is more focused on ranged combat than melee combat. We were curious to see what kind of
numbers we would get from this question, and tried to explain each method with supporting
videos to make our goals as clear as possible. It would have an impact on our future decisions
about combat and enemy behaviors. With the dash ability already a mechanic that we plan on
moving forward with in the game, it raises questions about whether the dodge is necessary and
made redundant by it.
The results show that dodge is slightly more popular than simply moving out of the way of
attacks. There isnt a lot of difference between these two options, which means that it might be
best to go ahead with the dodge, and make it an option for players who want it, but not making it
necessary to be effective in combat.
Do you prefer to move out of the way of enemy attacks, or use a "dodge roll"?
8
7
6
5
4
3
2
1
0
Move
Dodge
Thomas Ball
GAM 302
12/7/14
Question 3: Do you want archery puzzles in the game or fight encounters that are puzzle-like?
This was an important question for us since it would impact how we go about designing combat in the
game. Player behaviors are very different, with mixes between a desire for combat, exploration, narrative,
and puzzles being very varied from player to player. It was important for us to understand peoples
expectations and desires so that we can adjust how we design levels. We asked about puzzles and went on
to explain that puzzles would mutate the combat; i.e. instead of just shooting an enemy until it dies, the
player might have to use a certain ability on it to bring down its defenses, and then lure it into a ground
trap before its core is exposed.
The results show us that puzzles are definitely something that a significant number of people are
interested in, however there isnt anyone who could just take it or leave it; nobody voted that they didnt
care, and some voted that they absolutely dont want puzzles. We might have to make a decisive choice
about the direction we think is most attainable, but its promising to see that there is some positive
reactions to our somewhat unconventional combat ideas.
Do you want archery puzzles in the game? Fight encounters that are puzzle-like?
6
5
4
3
2
1
0
Thomas Ball
GAM 302
12/7/14