Argax Project

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Appendix 6: Open-ended Responses

From the 24 participants that completed all components of the study, the following are the 48 raw responses to three of the open-ended questions of the response survey. Each response is tagged with common themes found across more than one response. See Chapter VIII for a summary of these responses and the resulting conclusions.

Part.PlayGroupReincMost memorable or noteworthy eventTags
1110Interesting plot - mystery, danger, murdermood
1211exciting story line - danger, suspense, scarymood
2101the major being killedevent
2200the beast hammering on my door, as i did not know if it would pound through the door or notevent, revenant(unseen)
8101The ending was very memorable, as my character died by being attacked by a revenant.event, revenant(killed by)
8200nothing, at least i didn't die this timenone, frustration, difference
20101Using the restroom. I typed pee, and it recognized it as a command.event, action, interface
20200Killing the revenant. Description, detail, and mood settings made the action feel as if I were playing an original Resident Evil game.event, action, revenant(killing it), mood(description)
21110near the end of the game when your player was struck with fear while listening to the noises at night. I could vividly imaging this scene, and it was scary!event, revenant (unseen), mood
21211this time around I got worked! it was memorable getting killed.event, revenant(killed by), difference
44101kissing miss miriam. It was the one off the cuff thing I tried that worked; not that it had any larger narrative effectevent, action
44200my failure to achieve anything. I got the knife and knew that roman had a hammer, but I couldn't get into the crates or the command module, and I didn't seem to have any way to get Roman to agree to a plan to do that. I had this idea that I might have been able to kill the revenant with the knife, open the hammer with the crates, get other interesting stuff, and possibly help us descend at the end by curring the gas bags, but nothing really happenend again.event, action, frustration, no consequence, npcs(flat)
49110The sudden appearance of the revenant was the most memorable moment. Even though I expected something to happen, the fact that the revenant did not appear until after going through the entire vessel a few times caught me off guard.event, revenant(meeting)
49211Finally killing the revenant, after it managed to escape on every previous encounter with it.event, action, revenant(killing it)
50101plummeting to my deathevent, action
50200Sense of danger at animal/bad guy lurkingmood
52101The most memorable event was the Revenant (spelling?) showing up suddenly after looking at all of the dead characters. It was unexpected, to say the least. I thought I was looking for a murderer on board.event, revenant(meeting), mood(scenery)
52200Because I chose to wait, I wasn't the leader. This time it was the others who were leading me.event, npcs(auto)
57110The revenant appearing and it's subsequent death. It was memorable because of all of the action associated with it, and because it seemed particularly significant to the story.event, revenant(meeting, killing it)
57211Getting attacked by the revenant.event, revenant(attacked by)
58101The description of the revenant. The descriptions of everything are very well done. mood(descriptions)
58200descriptionsmood(descriptions)
59110the scream my character heard. but there was no option to investigate it.event, revenant(unseen), frustration
59211the faint knocking. because I had the option to do something or notevent, option
61110seeing the undead -- that would be shocking event, revenant(meeting)
61211dying from revenantevent, revenant(killed by)
63110Talking to miss miriam during the tutorial. It was memorable because the choices available when talking to her were more diverse and interesting than at any other part in the story.event, action, tutorial, options, npcs(flat)
63211hitting the revenant with the hammer a second time. It was memorable because it made no difference whether I hit it a second time with a hammer or without. I still died.event, action, frustration, difference (none)
64101I attacked the Revenant and apparently I died. I liked the description of my death.event, action, revenant(killed by), mood(description)
64200Defeating the Revenant. I died the last game, so it was good to survive this time.event, action, revenant(killing it), difference
72101going into the dining room and having no exit before I found the wc. On the full version: the Captain's message of danger with no explanation. event, tutorial, mood
72200the sky seemed to clear out, there was no scary blackness out that windowevent, mood(scenery)
74101Lingering in a room while following Major Winters and having them call back towards me to follow them. I've never seen that in a text-based game before.event, npcs (auto)
74200Didn't grab the knife right away, so it felt uneasy.event, action, mood
76101One of the characters used the stout hammer to kill the zombie creature. I think it was the written dialogue that made it memorable. event, npcs (auto), mood(descriptions)
76200Nothing, really. none
80101Being followed from the meeting room, with some passengers joining and some disagreeing, which makes me want to see if that is scripted or interactiveevent, npcs (auto)
80200Having NPCs take charge and leave while I was dithering with other stuff.event, npcs (auto)
84101The appearance of the revenant in front of your character because it put your character in jeopardy.event, revenant(meeting)
84200discovering the bodies of the zeppelin crew.event, mood(scenery)
95110If you went back to your room after the night the captain dies, the description of something pounding on the door down the hallway got me excited.event, revenant(unseen), mood(description)
95211When the revenant first appeared and me stabbing it with the large knifeevent, action, revenant(meeting, attacking it)
96101The one on one character interaction in the tutorial was memorable because unlike addressing all the people at once, it felt like I interacting with the characters more.event, action, tutorial, npcs
96200Exploring outside the passenger gondola, because I was hoping out find out what the creature was.event, action
97110attacking someoneevent, action, npcs
97211breaking the chair, because a person in the story did itevent, action, npcs (auto)
100101When I ventured up with Major Winters and Roman into the upper deck and they left me in a room alone. I was trying to put the food in cupboards into the sacks so that I could carry them down, but I couldn't figure out the commands before they had left. When I was reminded of the creatures running in the shadows I quickly fled to find them.event, action, mood, revenant, interface, frustration
100200When Major Winters and Mrs Winters were separated by a closed hatch and we had heard a scream from the other side, Mrs Winters demanded the hatch opened. When I followed afterwards, however, there was no consequence that I could tell came directly from the previous event. However, it was memorable to see the characters interaction to a fluid event.event, npcs (auto), no consequence

Part.PlayGroupReincLeast enjoyable aspect of the gameTags
1110Limited ability to do much beyond talking to others and the speech/topics were limited - little control over eventsoptions, story control
1211Not being to do what I wantedoptions
2101it was a little frustrating trying to find commands that worked with the environmentinput
2200limited optionsoptions
8101I didn't really enjoy the whole game, but I think that the lack of background information about what this thing was going to be about and the short tutorial was very made this game even more unenjoyable
8200none
20101Having to visualize character and world orientation and reading.orientation, reading
20200Reading.reading
21110So far in the game I just followed around the other characters, by hitting enter and seeing where they went (as we explored), I felt as though I wasn't forced to lead or figure out anything for myself with the exception of going to the bathroom. objective
21211I was not clear on the commands to use my itemsinput
44101the fact that there were not many objects around to interact with and I was kind of assuming I had to find the right kinds of objects to suceed. I was unclear about my objective. Just stay alive? Romance some other characters? Show myself to be more competent than some other characters? Get to the bottom of relationships between those characters?options (objects), objective
44200frustration being unable to suggest courses of action to other characters, and general sense that I was missing something importantoptions (npc), story control, objective
49110Having to deal with the other characters with no observable benefits was the least enjoyable part of the game. I think (although I am not certain) that talking to the other passengers "unlocks" certain other events later on such as the revenant attack(s), going to sleep, and such, but there is no immediate evidence to suggest that this is the case. consequences (npc)
49211Although character interaction is much improved from the first version, it still seems a bit awkward, particularly in conversations. input
50101Not being able to understand what was going on as far as the mechanics of interactioninput
50200Actions felt constrained, couldn't go after the mysterious noisesoptions
52101Not understanding the commands at first made it hard to progress through the story. Additionally, I didn't know how I could make the story progress. I think I eventually figured out that if I used "wait" then things would happen more quickly.input, story control
52200The fact that the monster wasn't killed this time.resolution
57110none
57211Getting killed so quicklyresolution
58101Couldn't do all the actions I wanted to. input, options
58200none
59110though I agreed to explore the zeppelin, it seem to have no effect on the rest of the story. also, the most memorable event of the story (the scream) had no opportunity for a response, whereas there were moments when there seemed to be no reason I that had to make a decision.consequences
59211it is not clear on what I'm capable of accomplishing within the game. there a prompts for me to do something without any indication of what I can choose to do. it is very frustrating!options
61110hard to manuever and say what I wanted in talk modeinput, orientation, options (npc)
61211can't control characterinput, options
63110The narrative was confusing and disorienting. The story was boring. orientation (narrative)
63211The fact that the revenant kills the main character whether or not he/she fights which makes me feel that being able to control the actions of the main character is futile since the outcome is inevitably the same. resolution, story control(agency)
64101Minor: Typing. I kept misspelling "examine".input
64200Reading, but that's because I'm spoiled by graphics and voice acting in games these days.reading
72101trying to remember the commands to the areas. E and W seemed to be the general choice but I don't understand the connection. My room was S, don't know why. Also, the same commands kept popping up for different areas. E command was to go to more than one area during the game.input
72200having to scroll up to see what command went to where. I really didn't know what my quest was in this game... to die?input, objective
74101Having to read, at time, a lot of text.reading
74200The creepiness of navigating a zeppelin full of corpses. The game ended before I could carry out my murderous plans.
76101I kept forgetting where I had been or I kept getting turned around because I couldn't see a layout of the environment. orientation
76200none
80101Setting
80200Incompleteresolution
84101No resolution of the revenant.resolution
84200lack of drama
95110Wish it was longer :Dnone?
95211I do wish the revenant was harder to kill
96101The concept of time- how fast it goes, how long WAITing takes, how I would choose WAIT and the next thing that happened was dawn and End of Session.orientation (time)
96200Not really getting anywhere even though I kept retracing steps and LOOKing at everything.resolution, story control
97110not remembering where i was in context of everything elseorientation
97211hard to know/remember where everyone wasorientation
100101Struggling to complete actions that I thought were applicable commands to the situation but lacked the finesse to communicate them to the game quickly, without error.input
100200Events happened very quickly and unfortunately the murders seem to have little to no consequence to the player character. Even when left alone nothing threatens me but instead makes me feel a lot of tension. The game ended very abruptly while I was still above deck and had no awareness that the night had passed. It was much shorter as well. It was almost as if the Non-Player Characters were exacting the story elements with greater effect in the 2nd game while I was elsewhere.resolution, orientation (time)

Part.PlayGroupReincMost enjoyable aspect of the gameTags
1110Interesting storylinestory
1211The storylinestory
2101mastering the commands for moving aroundagency (mastery)
2200controlling the storyagency (story control)
8101nothingnone
8200none
20101Interesting story and dialogue.story, npcs
20200Story. Likened the investigation and exploration to an early 90s horror game.story, exploration
21110none
21211very fun this time around, unlike last round i led the exploration group and got myself into trouble. Because i failed i really want to play again.variation
44101Nice settingsetting
44200general setting and context was good. I like the 1920's and zeppelins. Descriptions were nice. got some sense of getting further second time around, but still this general frustration with being unable to actually make significant progress in the game, or see the characters interacting in significant wayssetting, variation
49110Simply searching around the airship for clues was enjoyable for me; I think that part of this was nostalgia, while knowing that there was a problem that I could solve (assuming that I survived) was another component.exploration, objective
49211Problem solving remains the most enjoyable part of the game, especially knowing that the revenant can in fact be killed.objective
50101figuring out how to jump off the balcony, and do other things I feel the designer(s) didn't want me to doagency (world)
50200Sense of mood, some of the descriptions descriptions, mood
52101Making things happen was the most enjoyable aspect of the game.agency
52200Not being the leader this time around. Also, I got one additional investigator this time around.variation
57110none
57211Interacting with the other characters and getting to explore the setting.exploration, npc (interacting with)
58101Descriptionsdescriptions
58200none
59110the alternate timeline and using zeppelins as passenger vehiclessetting
59211riding on a zeppelin.setting
61110choosing a story line to follow agency (story)
61211interesting locations describeddescriptions, setting
63110Talking to Miss Miriam about the Vampire book.npc (interacting with)
63211Being able to type "hit revenant with hammer" and the character doing exactly that, he hit the revenant with the stout hammer.agency (world)
64101Why I like any other RPG, I can influence the outcome of the storyagency (story)
64200The degree of freedomoptions
72101The chaotic event in the middle of the game wondering why there had been a masacre.story, mood
72200reading. Everyone should read.reading
74101Trying commands and seeing what happens.agency (world)
74200Knowing I was about to stab the other passengers eventually.objective (personal)
76101The commands were nicely done. It was great that you could type in different versions of that command and the game would recognize it, like l for look. agency (input)
76200none
80101Intriguemood
80200Mysterymood
84101Discovering what happened to the crew (the cause of their deaths).objective
84200explorationexploration
95110Very descriptive, very believable (character wise), love the settingsetting, npc, descriptions
95211Definitely the atmosphere of the game, creepy, something is hunting you down, no place to really run toomood
96101Finding things that I could actually interact with like the food or knife.agency (world)
96200Hoping that searching everything would turn up something.exploration, objective
97110unlimited options in what i can dooptions
97211none
100101Watching the story unfold even if I didn't do anything. The continual presence of events occurring around me (such as scratching at a door or other characters leaving me in a room alone) built a lot of tension.story autonomy
100200Seeing a slightly different version the second time around was the most enjoyable part of the play through. My memorable moment when Mrs Winters was worried about her husband brought unexpected realism to her character. I think this was in large part because her concern was voiced suddenly as if coming from her own motivation and not in a cookie cutter response to my actions. The forcing of events and responses from NPCs in the world definitely create a livelier environment.variation, story autonomy(npc)