After getting some great feedback from all of our mentors about our project ideas and research, we decided that we would spend this week developing our testing methods, product in addition to the achievements that will be included within it.

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Testing method: For our testing method we decided that we want a random sample of university students to conduct our testing, and they would be placed into one of two groups: ‘control’ or ‘testing’ group.
The control group will be the group who will play the entire racing game, but without any achievements, or influences of reward within it. The reason for the control group will be to compare how a player’s game-play experience, with no influence of achievements, will differ to the testing group.
The testing group will be the group who have the same game as the control group, but the difference will be that this group will see achievements within the game. We will be testing to see if the testing group’s results will be significantly different to the control group’s results.

An important aspect of our testing would be that the players will not be told anything about the achievements, and they will believe that they are just doing some usability testing. This is to make our results more reliable; if a player knows that the game testing is about achievements, they will focus on the achievements from the start, which could also skew how they play the game. We want to see if the players are influenced by the achievements without knowing they are important to our testing.

As the players are testing we will have a camera recording the player and their screen, although we will ask each player for their permission before recording them. This will show us if they make any facial or body expressions when gaining an achievement, or playing certain parts of the game.

After the testing, we will conduct one to one interviews with each player and question them about their game play experience. We will ask the players about achievements, but not directly; we will ask them questions which we know relate to achievements, but we will not mention achievements in the question.

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Product: We want to create a small racing game, with about 30 minutes worth of content within it; we want a sandbox, and three different types of races. The sandbox will be created by myself, and this will be where the players can drive around and find the entrances to the racetracks, as well as collecting collectables, driving up mountains, and just generally exploring. Then we will have three tracks, one track will be where the player will have to get from point A to point B in a certain amount of time, the second track will be a checkpoint race, where the player has to beat the race whilst keeping up with the checkpoint times, and the last race style will be a normal lapped race.

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Achievements:

Sandbox level achievements–
Collectable achievement (Impossible); to see how long a player will search for an impossible achievement.

Collectable Achievement (possible); to show that collectable achievements are possible, allowing more confidence in our achievements to be gained.

Complete 5 jumps; to see if player navigation can be influenced with an achievement.

Drive to the highest Point on the map; to see if player navigation can be influenced with an achievement.

Hand break 100 Times; to see if players will use a button excessively to obtain achievement.

Distance: drive ‘x’ amount of miles; to see if players will spend time driving around, to simply unlock an achievement.

Find Hidden Cave; to see if a player will be influenced to find hidden areas for achievements, and can be used to persuade players to a certain area.

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A to B – Jonny

Finish a lap (easily achievable); to show that achievements are possible to obtain.

Finish the track in under x seconds (impossible); to see how many times a player will reply it to obtain the achievement.

Take a short cut (impossible); (Find and use all 3 to unlock the achievement). May show players will look and find short cuts for the sake of gaining an achievement.

Don’t Move for ‘x’ Seconds; to see if a player will purposely give themselves a disadvantage by not moving for a certain amount of seconds to gain an achievement.

Don’t take any damage in a lap; to see if players will drive more carefully or slower to gain this achievement and if they will replay in order to obtain.

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Lap – Dave

Finish a lap (easily achievable); to show that achievements are possible to obtain.

Finish the track in under x seconds (impossible); to see how many times a player will reply it to obtain the achievement.

Crossing the Line backwards; this is to see if a player will risk losing a race. This will use player effort to reverse over the finish line.

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Special Stage – Dave (optional)

Replay the stage; complete this race three times in order to unlock the achievement will show that the player will replay a race to obtain achievement.

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Checkpoint – Reece

Replay a lap; complete this race three times in order to unlock the achievement will show that the player will replay a race to obtain achievement.

Destroy the car; drive off a cliff to unlock this achievement. This is to see if players will perform pointless tasks to obtain achievement.

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We also got our results back for our first milestone, and we achieved 80%! We were so happy, and this was definitely a big positively push in the right direction for our group, and we are going to continue with the hard work.

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