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We are making progress with our project and we have began prototyping our dialogue. This involves using Twinery, a narrative-game browser that allows us to test how our story will be received. We are uploading our prototypes to Itch, which you can try out for yourselves here.
We also created a survey for our playtesters to provide feedback on. This will help us improve our narrative so that it can be our best work for the final project.
To gather the most information our of our prototypes, we decided to review at least 3 different groups of play-testers. These include:
English Students
To look out for grammar, sentence structure, and how we could improve the flow of reading.
Games Students
This includes two types of people: Those who enjoy narrative-heavy games, and those who don’t. We want players to look for what they find fun, interesting, and whether they feel an impact/relatability with their choices.
Those with an interest in gothic literature
We want play-testers to look out for familiarity to other stories and novels they have read, if it suits the genre, and if they understand/ can guess where the story is headed.
The questions we will include in our survey will adapt to each specific group of testers to gather a full range of feedback.
As our dialogue is the most important part of the gameplay, our main aim was to see if the very first radio conversation was understandable. Since the text will be inspired by the works of Edgar Allan Poe and other 19th century gothic literatures, our target audience is a very specific niche, and therefore we understand if our first run-through is not as clear as we aim to be.
We surveyed 5 people of varying interests, include those of our target, and we hope that this number will grow with continued iterations. Only 4 people completed the form, however.
For this survey, the questions we asked included: