4th Wall

Development

Beta Test

All of the feedback from the initial rounds of testing allowed for a relatively smooth Beta Test. Again, ten players were asked to play the game. They all understood the initial prompts from the game system and appreciated the instructions that were given early in the play experience.

Players also responded well to the emergent instructions that helped guide them through the game and the narrative. There were still a couple of areas of the narrative that could use more development, but the overall game system and mechanic is proven to be sound. Casual players have begun to experience an ARG.

Going Meta?

One of the most valuable pieces of feedback was gained in an entirely coincidental fashion.

At the conclusion of the Alpha Test, it was discovered that the game had been leaked to a large online community of ARG players known as the Unforum. Players had picked through every aspect of the game. The Blog for the project as well as personal information of the designers was posted onto the site.

There was a three-page thread of players discussing the game and picking apart it’s assets. Although not all of the criticism was kind, it was immensely helpful for refining the game for the later Beta Test.

Alpha Test

A rough initial alpha test was conducted. In this test, a basic version of the overall game was completed and a group of 10 testers were asked to test it over a three-day period. Players were exposed to the game in a number of ways. Utilizing guerilla tactics was tested for the first time.

Tyger Pharmaceutical Flyer in Situ

Tyger Pharmaceutical Flyer in Situ

Tyger Pharmaceutical Flyer in Situ

Tyger Pharmaceutical Flyer in Situ in an Elevator

Players started well, but soon became lost within the game system and the narrative. Players did not know where they were “supposed to go next”. This reinforced the earlier feedback from players that highlighted the need for strong, clear instructions and feedback.

Play Test 3

The primary focus of this test was to begin incorporating “in-game” games into the narrative. There were two of these games that were tested. The first was a dirty, but functional prototype that was a cipher to decode secret postings on the blog of TheyKnowWeKnow.

The second was a paper prototype that simulated a situation where the player is asked to match up pieces of a chemical diagram that represents a dangerous drug.

Prototyping the Chemical Game

Play Test 2

The second play-test was more formalized. This prototype was a more developed version of the previous test. Player feedback that from the first test was incorporated. More content was created game assets were more developed and realistic.

Early prototype of my Thesis project 4th Wall. Eric Chung speaks to recent alumni, Joe Moriello and gets feedback about narrative and basic game mechanic. At Parsons.

The players reacted similarly to the first round of play-testers. They understood the story and what they were supposed to do. They all reacted well to the narrative and were able to click their way through the story.

The main feedback that came back was the same as the previous play-test. Players again wanted more content.

Play Test 1

The initial play-test conducted was an informal one. A linkable PDF file was created. This file contained the rough elements of the first several game assets the players would interact with.

These included: an introductory email from a non-player character. This lead to the first iteration of the Tyger Pharmaceutical homepage. Which, in turn linked to the ad for Pantazon on Youtube. This ad is disrupted by a man that instructs the players to go to TheyKnowWeKnow.wordpress.com to find out “the truth”.

Conway Lao - play testing at Parsons

Players were told the general nature of the project before hand—that it was an ARG that played out over several different virtual mediums and sought to create a high level of player engagement.
The players interacted with the PDF and real URL’s, clicking their way through the narrative. They all seemed to understand the mechanic of clicking around different locations. Results were positive and some very helpful feedback was given. The biggest feedback that I received was encouraging—that players were engaged in the story and they wanted more content.

Location

The game was originally designed to play on mobile devices -specifically the iPhone. Location would become crucial to the game mechanic. This Iteration was focused on testing the soundness of the iPhone’s GPS and “Get Location” functionality.

Get Location Falure in Union Square

Unfortunately, the accuracy of the technology was not reliable enough in New York City. Prototyping location awareness functionality proved to not be effective. Later testing with users proved that very few users would be willing to travel for the game. This aspect was tabled.

Narrative Prototype

The narrative has evolved as the project developed. Basic premise has remained however. Originally the plot centered solely on the conflict between Tyger Pharmaceuticals and They Know We Know.

Tyger Pharmaceuticals is on the verge of developing a drug called Pantazon (PZ-12). The drug is reputed to cure anxiety. It is scheduled to be approved by the FDA in one week from the beginning of the game. There are rumors that the CEO has bypassed usual FDA procedures due to an arrangement with a powerful senator.

They Know We Know has launched a guerilla campaign against TygerPharma and is fighting to expose the dangerous side effects of Pantazon (such as: Severe Brain Damage). Unfortunately their tactics are severe and sometimes violent. They are also holding hostage the TygerPharma scientist who headed the Pantazon research team.

Originally, the player would be given only small pieces of information about both organizations. Both organizations would appear as ethically challenging.

As players progressed through the game they would be given more and be forced to make a decision as to which organization to help.

Daniel Kramer Prototyping the Narrative

This narrative was proposed to potential players and to people deemed narrative experts. The general feedback was very strong. People understood and responded well to the story and the ethical choice it presented players with.

Here is a video of some early feedback.

Thesis – Narrative Prototyping from Simeon Poulin on Vimeo.

Early prototype of my Thesis project 4th Wall. Eric Chung speaks to recent alumni, Joe Moriello and gets feedback about narrative and basic game mechanic. At Parsons.