Chapter 6. Discussion

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Chapter 6 Discussion 6.1. User Acceptance Testing Evaluation From the questionnaire filled out by the respondent, hereby the discussion regarding the correlation between the answers provided by the respondent by filling out the questionnaire. These are the issues the writer wanted to assess from the respondent gathered before. The game is considered as a good game which consist FUN factor. The final product is sellable by seeing the enthusiasm of the respondent. The questionnaire was addressed to respondent with age coverage of above 20 years old. This is due to the needed of the objective opinions rather than the subjective one. Considering that issue, the respondent were considered to be objective enough to answer the questions regardless the genre of the game or else. However, by targeting those areas of age, writer could not see the reactions of the real target of the game. As this could also affect whether this game is suited for them or not, it is best suggested to take another survey on that area of age for further development.

Question 1: Do you think the level of difficulty is challenging enough? Figure 6.1 Result of Pie Chart Question 1 One of many other factor of a good game described on chapter 2 is to have a game play which track the player s learning curve; by starting on easy level, and then goes up to the difficult one. Based on the questionnaire, 67% the respondent stated that the level of difficulty is quite challenging although the level started from the easy one and ends up with the more difficult level. 20% of the respondent stated that they need higher difficulty level. This is due to the logical thinking of each people is different based on their social background. Level of difficulties sometimes could be quite subjective for some people; whilst developer could not just depends on the highest expectation of difficulties and then set it to that point. It would rather make the lower expectation people become frustrated when playing the game. The most a developer can do is to set the expectation to the majority of the expectation.

Question 2: Do you think the storyline is correlated to the theme? Figure 6.2 Result of Pie Chart Question 2 Based on the questionnaire result, 27% of the respondents give a high satisfaction regarding the storyline of the game; with 60% of respondents satisfy with the correlation between storyline and the theme. Around 13% of the respondents only give an average score to for storyline; they stated that journey is more related to places to be visited rather than only the food itself. Seeing it as a suggestion, the game could then be added up with the tourism places in Indonesia on each of the island.

Question 3: Is the storyline interesting so that you can follow it thoroughly and feels like being part of the game? Figure 6.3 Result of Pie Chart Question 3 More than 70% of respondents stated that the storyline embedded to the game is quite interesting for them to follow it thoroughly. They also said that with the storyline that could make them feels as if they are part of the game, interest them to play and explore the game even more. The other 20% give less point for this part, and the reason is because some of them does not really get the instructions and the story told. Some improvement on the instructions and storytelling part would give them more satisfaction for this point.

Question 4: Are you interested to replay the game once you finished it? Figure 6.4 Result of Pie Chart Question 4 As it was stated on chapter 2, replay-ability is one of the factor of the game that holds some role that avoid the player from stop playing the game once they finished it. The respondents opinion divided into three, with two majorities on point 4 and 3. This fact can also be connected to the level of difficulty. Some people might get bored when they already mastered the game and they are not interested on playing it again. Increasing the level of difficulty might also increase the curiosity of the player which makes them want to re-play the game. One thing to remember is to keep the level of difficulty solvable rather than making the user frustrated and stop playing the game.

Question 5: If you did, does it give you a different excitement from the first time you play the game? Figure 6.5 Result of Pie Chart Question 5 Another factor that comes together with replay-ability is freshness; the different excitement the player got when they play the game for the second, third, or more times. 60% of the respondents agree that they satisfied regarding the different excitement they gathered after re-playing the game for more than the first time. Around 20% of the respondent stated an average point for this issue and another 7% stated for lower point. This minor respondent occurred due to the previous questions asking about replaying the game while their answer is also average. However, the major result show that the game has the value of freshness that would attract the player more to re-play the game rather than leaving the game after they finished it for the first time.

Question 6: If this game can be purchased online, would you like to buy it? *apart from the price* Figure 6.6 Result of Pie Chart Question 6 The question is addressed to see whether the game is sellable or not. Seeing from the result, as much as 20% of respondents will not buy the game apart from the price it would tagged. While none of the respondent is very positive about buying the game. Most of the respondents stated that they do not want to buy it since this is not their favorite game genre. The questionnaire was addressed to the adult people while the target of the game is for younger people, since most of the questions addressed are more into technical.

Question 7: What did you feel the first three-minutes you play it? Figure 6.7 Result of Pie Chart Question 7 A fun game can be detected by playing it only a first couple of minutes. More than 60% of the respondents agree that they are interested to keep on playing the game since the first couple of minutes. Whilst there are the other 20% respondent giving it an average point. Some of the respondent stated that they need more time to explore and enjoy the game. From their statement, it can be seen that in fact, they do enjoy it from the beginning; since they decided to explore more about the game. When people get bored, they will just throw away the game and search for other game that might interest them.

Question 8: Are you having fun while playing the game? Figure 6.8 Result of Pie Chart Question 8 Fun is the most important aspect a game must have. Without fun, there is no point of playing the game while the player only gets more bored. More than 50% of the respondents give a high satisfaction regarding the fun they experienced while playing the game; whilst as much as 11% felt less of fun which they stated is also affected by the game genre that is not suited them.

Question 9: Is the gameplay interesting? Figure 6.9 Result of Pie Chart Question 9 The main different between this question and previous one is that the previous question is seeing the game as whole with all of the factors included, such as art, theme, storyline, and others. Whilst for this question, it only address on the game play itself without seeing the other factors. More than 40% of respondents stated that the game-play is interesting. 27% of the respondents stated that it is average. Each of the mini-games is actually a well-known game that was twisted by the writer. This fact could become the reason the average point are coming up. More twisting on the existing gameplay could surely improve the points.

Question 10: Do you think the freedom given to finish the game is enough? Figure 6.10 Result of Pie Chart Question 10 Creative control of the game is when the player holds the control regarding the game and not vice versa. As much as 46% of the respondents feel that they do take control of the game with another 40% is quite satisfied with their control power towards the game. However, few respondents still thought that the freedom to control the game is not satisfactory; such as, they could not stop the mini games and go back to the map anytime they want. Adding such control with no counter parts could violate the main rules of the game. A control to go back to main map can be put only if there is also a saving state where the user had played it last time. This way, the rules of the main game will not be violated.

Question 11: Do you think the title, theme, format, and graphic give a unified expression (uniformity) to the game? Figure 6.11 Result of Pie Chart Question 11 A uniformity of title, theme, and format is needed to build the feeling of playing the game. The main theme of this game is about Indonesia, and as much as 54% stated that they felt that uniformity of the game is satisfying, and the other 33% is very satisfy with the uniformity provided on the game.

Question 12: Do you think the art asset of the game is well enough in terms of detail, color, and logical representation? Figure 6.12 Result of Pie Chart Question 12 A visual appeal of the materials contributes greatly to the value of the game. Visual can both build and took down a game. In general, most of the respondent was very satisfied with the art. The lowest point given was average, this is due to some of the food art were considered to be not detailed enough to represent the real food. Improvement on the art asset would surely eliminate this issue.

Question 13: Regarding the originality, did you feel like you have played the same game somewhere before, with exact particular combination? *see the game as whole, not only particular games. Figure 6.13 Result of Pie Chart Question 13 The originality asked on this question is not concentrating on points out each game-play. Rather, it sees the game from a broader point of view, where the exact particular combination of this game has ever been founded before. More than 40% respondent stated the originality of the game is satisfying since they have never found it on any other game. The rest of the respondent still felt that they the originality is satisfying enough, since they prefer to play something new than the remake one. In fact, combining some of the old game play become one could also bring new excitement.

Question 14: The message tried to be given by playing the game is promoting the Indonesian spices and culinary. Do you think it's been well-communicated through this game? Figure 6.14 Result of Pie Chart Question 14 Initially, the game was made corresponding to promoting Indonesian Culture. That is the main message hold by the game. More than 50% of the respondent stated that they get the message of the game and it is well-communicated through the game. Few respondents thought that the message communicated is going on average point.

Question 15: Please rank the mini games based on your favorites. When being asked of this question, both game Sumatera Typing Dash and A Path to Kalimantan voted to be number 1 by most of the respondent, whilst the least favorite is spread among the rest of the game. This fact shows that the popularity of one game through another is quite the same. By having it a balanced popularity, the main game could be more exist rather than having one popular game whilst the others are not. Having that kind of thing would beat the main game and the main story of the game in the end. Question 16: Any suggestions regarding the weakness and strength of the game? Any other opinion is welcome. Several suggestions were addressed on questionnaire, such as: Cooking game will be better to be the genre of the game for culinary. Game phase for same game were too slow (such as Sulawesi and Swap of Papua). However, some of them are too quick. More advance on graphic and also variation for the background of each level. Some minor bug is still found. Clearer explanation regarding the instruction M ore interactivity for the menu and other static page. Authority to end the game. It will be good to put loading bar.

Great art, and the theme is unique since there is no other game like this. The consistent design throughout the entire game, and there is also enough feedback mechanism towards my action. More difficulties in the game. 6.2. Problems versus Solutions Evaluation On chapter three, the writer has pointed some of the problem regarding the current game available on the market, whereas as the solution, another game is created to cover the weaknesses points out previously, and also in combination of selecting a unique theme to attract the player. Current game that appeared on the market, taken as the reference by the writer, consists of several mini games. Nevertheless, the mini games are not related to each other. Rather, it stands on its own. Hence, the writer comes up with the solution of creating the game that consists of mini-games which still connected from one to each other. Journey to the Indonesian Culinary was chosen as the title to represent the main theme of the game, Indonesian Culinary. Mini games that are available on the main games are also made as a solution addressed to game that is on the market. Most of the game used as references by the writer have lacked in terms of: Storyline Each game must have a storyline, the addressed problem are whether the storyline is clearly stated from the beginning and up until the very end; or if it

is interesting and able to attract the player; or if it is correlated to the main theme of the game. Some of the referenced game had those problems. Therefore, Journey to the Indonesian Culinary tried to address those problems without neglecting other aspects such as the logical flow and etc. Storyline built on the Journey to the Indonesian Culinary is stated from the very beginning, proven by most of the respondent stated that they can follow the storyline thoroughly. The correlation between the storyline to each game is also addressed well enough through Journey to the Indonesian Culinary. Respondents also had stated that the storyline is interesting and even quite unique. Uniformity of title, themes, format, and graphic The problem issued from one of the game where there is no uniformity throughout the entire game. Addressing to this problem, the writer tries to build Journey to the Indonesian Culinary to be unified in terms of its title, themes, format, and graphic. The main theme of the game is about Indonesia, and therefore several elements of Indonesia put on the game to build that environment. Those elements can be in terms of the character s costume of the game, the tools used on the game, the background, and also the color theme of the game.

Game play Some of the game play of the referenced game is too monotonous and not twisted in a more sophisticated ways. Journey to the Indonesian Culinary tries to represent a game-play that is not monotonous and twisted in a more complex way yet is still fun to play with. All of the logic made on each of the game on Journey to the Indonesian Culinary is made random. Therefore, player will not served with two exact games when they re-play it. To summarize the comparison between the referenced game and Journey to the Indonesian Culinary, the table below was made. Game Referenced Title Problems Solutions Game Solution Title Cooking The mini-games are not Mini-games are bounded by Journey to the Mama bounded. the limited life given to the Indonesian player for the main game. Culinary No ending state. When the life has reached 0, the game is over. Connect 2 No uniformity in terms of Through the whole game, Sulawesi on graphic, theme, title, and the graphic, theme, title, Paired storyline. song, character, and storyline was made uniform to bring the atmosphere of

Geo Challenge Too detailed questions and graphics which confused player. Hidden Object The hidden objects were placed on the same place which made the player able to remember it exactly. Typing Game Storyline was not stated clearly since the beginning of the game. the game to the player. The graphic and question were limited to some detail that make the game has enough difficulty level yet playable. Each of the mini-games was made with a random logical arrangement. With this condition, there are no repetitions of specific state of the game, including the placing of the objects. Storyline is stated clearly since the beginning of the game through the instructions of the game. Explore Indonesia Finding Java Sumatera Typing Dash Pick Route Player has to see the With the Instructions menu Path to Fall instructions, even if they put on the main screen, Kalimantan do not want it. player can choose whether they want to see the instructions or not. Fallen Object A casual game which is With storyline added to the Bali Rush

quite monotonous with no twisted game-play or themes. game and also character and objects and themes, the game were twisted in a way it was not done before. Swapping Used to be a manual game The game was transformed A Swap of Cover which the writer had never into a flash-based game Papua found it on the PC game with a total different themes before. from the original one. Table 6.1 Comparison of Problems and Solutions 1.3. Total Hour Calculation When a finished product is going to be sold, there are various ways to discover the cost of the game which then resulted as the price of the product. One of them is through calculating the total hours spent on making the product. Though the product is not made in purpose to be sold, the writer tries to calculate the cost used for the project to see the comparison of efforts used on making the game with its elements. Hereby, the calculation based on the total hours used to make the product. No. Game Module Hours to complete (hr) Total 1 Path to Kalimantan Game Play Design 4 Logic and Programming 20 Art 12 Sound 3 Total 39 2 Sulawesi on Paired Game Play Design 5 Logic and Programming 12

Art 12 Sound 3 Total 32 3 Finding Java Game Play Design 5 Logic and Programming 11 Art 20 Sound 4 Total 40 4 A Swap of Papua Game Play Design 4 Logic and Programming 20 Art 14 Sound 4 Total 42 5 Sumatera Typing Dash Game Play Design 7 Logic and Programming 11 Art 12 Sound 5 Total 35 6 Bali Rush Game Play Design 4 Logic and Programming 10 Art 16 Sound 4 Total 34 7 Explore Indonesia Game Play Design 4 Logic and Programming 9 Art 14 Sound 5 Total 32 8 Journey to the Indonesian Culinary Game Play Design 10 Logic and Programming 8 Art 14 Sound 5 Total 37 Total Hour 291 From the list above, it can be seen that making a game spent more than an effort of one man. To be able to develop a good game with its element, a team with its specific job description is needed so that the focus of each division would not be

interfered with the other thing outside their area; for example, art division does not need to bother about how complicated the logic of the game, and also vice versa.