My last part of finishing the Game was to continue creating videos. I ended up with 4 videos (including already mentioned videos in the last post): The intro with the story, that happened to be a bit too long, a video in which the mole is digging and then leaving into the direction of the village, the video how the fence opens after the clock riddle was solved correctly and the outro with an earthshake and the tunnel and story.
MOJO: we arrived at Taguspark at 9 and began to prepare ourĀ āboothā. We provided two laptops, we had the control sheet(s), the poster, and small flyers that were handed over to the player with their own achievements (thanks to my colleagues).Ā
Luckily we had a good estimation of the duration of one session, so doing one playtest took about 30 minutes. We had about 15 people who tested our game, some of them didnāt finish the game, but in terms of feedback and player sessions the number is not bad in my opinion. We still have to analyze the results and write the final report.Ā
For me MOJO was a little bit tough. I already made experiences with player testing and user evaluations and knew, that they can be exhausting, luckily one single session does not take too long and in the meantime it was often possible that one of us takes a break. We had a lot of testers after lunch time though, were we conducted one session after another, which led for me personally to shrinking motivation. This could also be the reason because of our decision how we want to test people. We chose to ask them some questions at the beginning, observe them and making notes while the session is running and make a short interview with them afterwards. In retrospection it could be that making a online questionnaire (like google forms) instead of the oral parts would have been a better idea. Our reasons for our decision was that we can discuss more with the player afterwards and ask them more precisely if we donāt understand their answers. OurĀ āstrategiesā during the sessions were unfortunately a bit different, I preferred to donāt give concrete answers when the player asks something, just enough so he donāt thinks that I am unpolite because I ignore them. On that way I could observe what people are making up when they are trying to solve something. I tried to prevent them to get desperate if they seem to be really stuck though. Overall I am also not sure if I couldnāt have done my job better when observing: I often observed the player and the screen and made notes to everything and probably miss something while making notes. I tried to make as many notes as possible instead of really focusing on the thing that was important for us: the interaction with the pet.