Tuesday, 18 November 2008

Studio 7 | Exploring Playability


http://www.audio-surf.com/

Notes on observation of AudioSurf

1. In multiplayer mode, I found the two players concentrating more and trying to help each other, by getting the same coloured blocks.

2. All the colours and graphics, on screen made the player a bit dizzy.

3. The player needs an audio file i.e. music file to play the game and if the player does not have an audio track on them, he/she will not be able to play.

4. The players enjoy that they can use there own music and not have to put up with the in game soundtrack.

5. The control were picked up very quickly for the player as there are only a few controls the player can use and they are left and right, because the vehicle moves forward on its own and there is not reverse.

The exercise was useful, because it showed how easy to use the game is and pick up. The controls are simple; all the participations could pick up the controls and do well. The ship is controlled using the mouse or by the keyboard. The concept was pretty easy to pick as well, as all the participations have played WipEout and Tetris.

Collect blocks by hitting them. Clear clusters by grouping like-colored blocks together.


The lack of alternate play modes is disappointing and become repetitive after a while. Unlike other rhythm games, there's no penalty for missing blocks or mucking things up. Whatever the participations do, you'll reach the end of every song you play - they just won't get a great score.


The observation could have been improved by develop a good rating instruments, while using clear descriptions for the points on the evaluation form. It also could have been improved by observing out of the way and not in the part-participation role.

To round up, the game is simple, addictive, and easy fun, and the way the track moves and shakes to the beat of the music will keep your attention much better than most casual games.

No comments: