Ok, thank you Johanna and Raphael! This is the question list that I'm sending to the Dungeon Olms. I took all the suggestions, and tried to rephrase the lesson pacing questions by being more specific. :) I added questions about lesson length, if they started to feel like playing properly already in the middle of the tutorial, and if they ever felt bored. (Wanting to start playing is ok btw - in a normal situation, a player could choose to play say the first three tutorials and then just dive in. I'm interested to see if our testers felt they were ready before completing all the lessons.)
* Is the amount of text digestable - does the player read everything painlessly? * Is the context of the information correct - does the player feel like the information is relevant? * Were the controls intuitive and easy enough to pick up? * Were there problems in learning and/or remembering the commands? * Was the information text easy to understand? * Was there any situation where the tester didn't know what to do next? * Were the recaps after lessons useful? * Was the length of each separate lesson ok? Or did they feel too long or too short? * Was there a point in the middle of the testing session, where the tester would have liked to begin playing the actual game (at the end of testing, after a specific lesson, or in the middle of one)? * Was the tester ever bored by the tutorial? * Did the tester have the opportunity to try out the skills you learned? * If the tester ever had or wanted to replay part of a lesson, did it take them long to reach their previous point? * Did the tester primarily used the mouse or the keyboard? What tasks made the tester switch control and why? * Did the tester find the levels visually pleasing and interesting? I can't wait either. :) cheers, --Eino ------------------------------------------------------------------------------ The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE: Pinpoint memory and threading errors before they happen. Find and fix more than 250 security defects in the development cycle. Locate bottlenecks in serial and parallel code that limit performance. http://p.sf.net/sfu/intel-dev2devfeb _______________________________________________ Crawl-ref-discuss mailing list Crawl-ref-discuss@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crawl-ref-discuss