ned6006 Posted January 17, 2012 Report Posted January 17, 2012 Hi I'm a final year game design student at Huddersfield University and I'm current doing my dissertation on "Core elements of level design". After doing my core research into the subject I have composed a quick questionnaire which I would be greatly thankful if you would take the time to fill in for me http://www.surveymonkey.com/s/ZQVL3MK From the results of the questionnaire I will finalise what product I will create as well as gain additional information for my research. I will be keep this thread up to day with how my work is processing and my findings Many thanks in advance any help is very much appreciated Richard Lander Quote
Puddy Posted January 18, 2012 Report Posted January 18, 2012 There are a few options I didn't fully understand what you meant: Reward (needs to be clarified?) Symmetry Risk Balance (in campaign?) Interest Fairness The questionnaire could use a few lines of descriptions to help avoid questionmarks Quote
Chimeray Posted January 19, 2012 Report Posted January 19, 2012 There are a few options I didn't fully understand what you meant: Reward (needs to be clarified?) Symmetry Risk Balance (in campaign?) Interest Fairness The questionnaire could use a few lines of descriptions to help avoid questionmarks This is how I thought of them, could be wrong... Might be interesting for the interviewee to look at as well cos if they´re wrong perhaps other people have judged them wrong as well Reward: Pretty vague as in risk/reward, achievements, experience, gold, ... Risk: How much chance of failure and how harsh said failure must be in order to gain certain rewards. Balance: Difficulty of enemies compared to the player. Interest: Didn´t quite understand this as well... How interesting things are? Interactivity, things to see/do? Keeping that carrot in front of the player? Fairness: Enemies using rocketlaunchers while you have a knife. Walking up to a door and randomly getting squashed by an anvil. Did the events that caused certain stuff to happen make sense to the player, were they expected. Things that cause frustration, really Was this what you guys thought of as well?? You also seemed to miss "flow", which is a nobrainer and always imported... Perhaps that´s why it´s not in the list Variety of pace/contrast as well. Not sure what to expect from this but best of luck! It´d be interesting to see what you came up with! Quote
Puddy Posted January 19, 2012 Report Posted January 19, 2012 Reward: Pretty vague as in risk/reward, achievements, experience, gold, ... Super-vague Risk: How much chance of failure and how harsh said failure must be in order to gain certain rewards. Balance: Difficulty of enemies compared to the player. Fairness: Enemies using rocketlaunchers while you have a knife. Walking up to a door and randomly getting squashed by an anvil. Did the events that caused certain stuff to happen make sense to the player, were they expected. Things that cause frustration, really I thought of them a bit like you did. But I felt these three were a bit redundant as there's a "challenge"-category already. You also seemed to miss "flow", which is a nobrainer and always imported... Perhaps that´s why it´s not in the list Variety of pace/contrast as well. Yep, flow/pacing is superimportant imho. Quote
sarge mat Posted January 19, 2012 Report Posted January 19, 2012 done. Some of the not important-very important ones where not very clear though. Quote
2d-chris Posted January 21, 2012 Report Posted January 21, 2012 Done For single-player pacing should be somewhere, it's prob one of the most important things! Quote
ShockaPop Posted January 22, 2012 Report Posted January 22, 2012 I did this survey too, it was okay. Points mentioned earlier were bit vague. Quote
ned6006 Posted January 24, 2012 Author Report Posted January 24, 2012 I have closed the survey now to collect the results Thanks for all your help and feedback I will keep the threads up to date with my results Thanks again Richard Lander Quote
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