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[schedule] [evolution] [lessons learned]

Schedule

From the onset, a multi-tiered development cycle utilizing the spiral process/rapid prototyping was employed. Themed interactions were tested in the Alice prototyping environment for the first half of the cycle, and the lessons learned in those tests were applied to the evolutionary Lithtech codebase that was developed in the second half of the cycle.

Test Date # of Testers Subject
1 03/18/02 4 Alice prototypes: tracking; casting; flying; catching; scooping
2 03/29/02 3 Alice prototypes: revised flying; tracking/targeting
3 04/11/02 5 Alice prototypes: revised flying; tracking/targeting with advancement
4 04/22/02 4 Alice prototypes: complete flying game (difficulty and visualisation), FARTOv1
5 04/28/02 1 FARTOv2, LT world, navigation and collection
6 05/05/02 6 full game test: VFX, VOX, SFX, FARTOv2, game states and transition

Evolution

Movies

Test Date Features added/tested
1 03/18/02 gesture recognition, visual tracking, 3D navigation, catching, scooping
2 03/29/02 improved 3D navigation (multimethod bending v. pointing)
3 04/11/02 mini-games: magic carpet flying and orb collection; shooting down dinosaurs
4 04/22/02 mini-games: magic carpet flying and orb collection/evasion; tracking 1 wizard
5 04/28/02 full FARTO, LT navigation/visualisation, collection, crude SFX
6 05/05/02 final score, SFX, VFX, training area, HUD, game states and transitions

Lessons Learned

  • FARTO greatly increased competence and fun
  • nemesis' personality played a major role in driving goal and motivation for interaction (made chicken tracking, broke most carpet games)
  • feedback needs to come coupled in as many forms as possible: audio/visual HUD/environmental effects
  • high-precision navigation is difficult, esp. with clipping plane action so bounding volumes must be large and hit "head-on"
  • without accurate texturing and lighting, depth perception is quite difficult. to honor this, do not require guest to perform tasks that involve arcing, or lobbed projectiles that need to be connected with in a small area
  • HMD's constraints need to be accounted for in design (saturation, resolution, clipping area)
  • having an instructor direct the guest as to his/her goal's and purpose is much less enjoyable than receiving prompts in-game via HUD and VOX
  • even entertaining interactions grow old quickly and without story or motivation for activity (like collecting the orbs) the experience dies quickly and leaves the guest wondering about the purpose of game elements than enjoying them
  • a large percentage of guests expected the staff to control steering as well as altitude, even though they were aware moving in the space was the primary steering control
  • the need for physical activity was split between gameplayers: some enjoyed and appreciated it while it was a burden to others
  • technical constraints (poor calibration, framerate) will kill an experience despite other perks
  • attention to feedback was almost solely directed at the top right-corner of the screen. lower-right corner counterpart for orb collection was ignored
  • poorly timed HUD messages and sounds will confuse the guest and cause more damage than help
  • more seasoned guests (gamers) enjoyed the challenge of chasing orbs, while it frustrated others. all though agreed the difficulty in collection of the orbs should scale, and the experience shouldn't last very long (5 min).
  • when guests get into the experience, they tend to unconsciously pose/dodge with minor variations of the body even though it may not affect gameplay (in some cases it hinders it, i.e. two hands rule)
 
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