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Add Mission 3 Stage 8 - Player Experience Review (Part 6)
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@@ -1098,3 +1098,288 @@ Technical implementation is solid across all stages, with proper room dimensions
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### 6. Player Experience Review - ✅ PASS
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#### Playability
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**Objective Clarity:**
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**Primary Objectives:**
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- ✅ Aim 1.1: "Infiltrate WhiteHat Security and clone Victoria's keycard" - clear, actionable
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- ✅ Aim 1.2: "Access the server room and gather digital intelligence" - clear destination, clear goal
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- ✅ Aim 1.3: "Find physical evidence connecting Zero Day to ENTROPY operations" - clear objective type
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**Task Clarity:**
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- ✅ All 11 tasks have clear verbs: "clone", "scan", "decode", "find", "access"
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- ✅ Success criteria implied by task names (scan_network = run nmap, clone_rfid_card = proximity minigame)
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- ✅ Optional objectives clearly marked (LORE fragments, perfect stealth)
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**Assessment:** Objectives provide clear direction without hand-holding
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**Progression Flow:**
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**Critical Path:**
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1. Briefing → Victoria meeting (RFID clone) ✅
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2. RFID card → Server room access ✅
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3. VM challenges → Evidence discovery ✅
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4. Evidence → Confrontation unlocked ✅
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**Bottlenecks:**
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- ⚠️ **Potential Blocker:** RFID cloning required for Act 2 access
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- **Mitigation:** Victoria alternate path (victoria_trust >= 40 bypasses RFID cloning)
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- **Assessment:** Acceptable - primary mechanic has social engineering alternative
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- ⚠️ **Potential Blocker:** Lockpicking for executive office access
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- **Mitigation:** Victoria high trust can grant access
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- **Assessment:** Acceptable - skill challenge with social alternative
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**Backtracking:**
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- ✅ **Intentional:** Find encoded messages → return to server room CyberChef → decode
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- ✅ **Purpose:** Reinforces server room as investigation hub
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- ✅ **Distance:** Minimal (all rooms within 2-3 connections)
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- **Assessment:** Backtracking serves gameplay loop, not tedious
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**Dead Ends:**
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- ✅ **James's Office:** Optional exploration, not required for victory
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- ✅ **LORE Fragments:** Optional collectibles, not blocking progression
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- **Assessment:** Optional content clearly optional (no false critical path signals)
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**Assessment:** Progression flow is logical with minimal frustration potential
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**Difficulty Curve:**
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**Act 1 (Easy):**
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- ✅ RFID cloning: Tutorial minigame (proximity-based, clear instructions)
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- ✅ Social interaction: Low-stakes (Victoria is friendly during meeting)
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**Act 2 - Early (Medium):**
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- ✅ Stealth: Guard patrol avoidance (learnable pattern, non-lethal failure)
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- ✅ nmap/netcat: Intermediate technical skills (guidance available)
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**Act 2 - Late (Medium-Hard):**
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- ✅ Encoding challenges: Multi-layer decoding (ROT13+Base64)
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- ✅ Evidence correlation: Synthesizing digital + physical clues
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**Act 3 (Narrative):**
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- ✅ Moral choices: No "skill" challenge, purely decision-making
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**Assessment:** Smooth difficulty progression from tutorial → skill application → synthesis
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**Potential Frustration Points:**
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- ⚠️ **Stealth Section:** Guard detection could frustrate stealth-averse players
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- **Mitigation:** Bribe option ($500), SAFETYNET reveal, or combat (multiple solutions)
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- **Assessment:** Non-blocking - multiple paths reduce frustration
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- ⚠️ **VM Commands:** Players unfamiliar with nmap might struggle
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- **Mitigation:** Agent 0x99 hint system, terminal provides command suggestions
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- **Assessment:** Educational mission appropriately challenges learners
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- ⚠️ **Encoding Puzzles:** Double-encoding (Base64→ROT13) could confuse
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- **Mitigation:** CyberChef interface guides operations step-by-step
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- **Assessment:** Acceptable difficulty for intermediate tier
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**Assessment:** Frustration points addressed with mitigation strategies
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**Verdict:** PASS - Playable with clear objectives, logical progression, and appropriate difficulty
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#### Player Agency
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**Meaningful Choices:**
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**1. Player Approach (Opening Briefing):**
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- Options: Cautious / Aggressive / Diplomatic
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- Impact: Affects handler dialogue tone, character voice callbacks in debrief
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- **Meaningfulness:** ✅ Moderate (cosmetic dialogue changes, roleplaying value)
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**2. Victoria Sterling Fate (Climax):**
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- Options: Recruit as double agent / Arrest / Let escape (failure to choose)
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- Impact:
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- Recruit: Victoria becomes asset, Phase 2 intelligence, moral compromise
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- Arrest: Victoria prosecuted, Zero Day disrupted, moral satisfaction
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- Escape: Mission partial failure, Victoria remains threat
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- **Meaningfulness:** ✅ High (significant narrative and campaign continuity impact)
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**3. James Park Fate (Secondary Choice):**
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- Options: Protect (omit from reports) / Expose (full prosecution) / Ignore (his choice)
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- Impact:
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- Protect: James avoids prosecution, player shows mercy
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- Expose: James arrested, player upholds accountability
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- Ignore: James determines own fate, player respects agency
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- **Meaningfulness:** ✅ High (genuine moral dilemma, no "correct" answer)
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**4. Guard Interaction:**
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- Options: Stealth avoidance / Bribe ($500) / SAFETYNET reveal / Combat
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- Impact: Stealth = bonus, Bribe = resource cost, SAFETYNET = intel gain, Combat = noise risk
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- **Meaningfulness:** ✅ Moderate (tactical choice with distinct approaches)
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**5. LORE Fragment Collection:**
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- Options: Collect all 3 / Collect some / Skip entirely
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- Impact: Deeper world-building, optional objectives, completionist satisfaction
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- **Meaningfulness:** ✅ Low-Moderate (optional content for invested players)
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**Illusory Choices (Minimal):**
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- ✅ Receptionist dialogue topics: Cosmetic (info gathering, no mechanical impact)
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- ✅ Victoria meeting small talk: Cosmetic (character building, no consequence)
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- **Assessment:** Illusion limited to expected "conversation flavor" choices
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**Choice Consequences:**
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**Short-Term:**
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- ✅ Bribe guard → $500 cost → immediate access
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- ✅ RFID clone success → server room unlocked
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- ✅ Stealth detection → guard confrontation
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**Long-Term:**
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- ✅ Victoria recruited → Campaign asset (Phase 2 missions)
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- ✅ Victoria arrested → Zero Day disrupted, different Phase 2 path
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- ✅ James protected → Potential ally testimony later
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- ✅ James exposed → Justice served, family destroyed
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**Debrief Reflection:**
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- ✅ Agent 0x99 acknowledges victoria_fate and james_fate
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- ✅ Dialogue changes based on player_approach
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- ✅ Consequences previewed (Victoria's future, James's prosecution)
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**Assessment:** Major choices have meaningful, acknowledged consequences
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**Player Expression:**
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**Playstyle Support:**
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- ✅ **Stealth Player:** Guard avoidance, lockpicking, quiet investigation
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- ✅ **Social Player:** Victoria trust building, SAFETYNET guard reveal, recruitment path
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- ✅ **Aggressive Player:** Combat option, arrest Victoria, expose James
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- ✅ **Completionist:** LORE fragments, perfect stealth, all evidence gathered
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**Roleplaying Opportunities:**
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- ✅ Player approach choice allows defining character personality
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- ✅ Moral choices reflect player values (mercy vs justice, pragmatism vs idealism)
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- ✅ Dialogue choices in Victoria/James confrontations allow nuanced responses
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**Assessment:** Multiple valid playstyles supported with meaningful expression
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**Verdict:** PASS - Strong player agency with meaningful choices and acknowledged consequences
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#### Accessibility
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**Skill Level Accessibility:**
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**Beginner Accommodations:**
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- ✅ **Hint System:** Agent 0x99 provides progressive hints for all VM challenges
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- ✅ **Optional Objectives:** LORE fragments and perfect stealth not required
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- ✅ **Success Tiers:** 60% completion = victory (forgiving threshold)
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- ✅ **Command Help:** VM terminal provides command suggestions
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- ✅ **Alternative Paths:** Social engineering bypasses lockpicking/stealth
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**Intermediate Challenge:**
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- ✅ **Appropriate Difficulty:** nmap, netcat, ROT13 are core intermediate skills
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- ✅ **Scaffolding:** VM challenges progress logically (scan → enumerate → exploit)
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- ✅ **Practice Opportunities:** Multiple encoding challenges reinforce concepts
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**Advanced Players:**
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- ✅ **Optional Depth:** LORE fragments provide additional world-building
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- ✅ **Perfect Stealth:** Challenge for skilled players
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- ✅ **Evidence Correlation:** Synthesizing clues rewards careful investigation
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**Assessment:** Accessible to intermediate learners with support for beginners and depth for experts
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**Cognitive Load Management:**
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**Information Presentation:**
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- ✅ **Objectives Checklist:** Persistent UI showing current goals
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- ✅ **Flag Submission Feedback:** Immediate confirmation of correct flags
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- ✅ **Agent 0x99 Support:** Available for guidance when stuck
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- ✅ **Hub-and-Spoke Layout:** Server room central location reduces navigation complexity
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**Potential Overload Points:**
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- ⚠️ **Act 2 Start:** Many objectives unlock simultaneously after RFID clone
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- **Mitigation:** Objectives grouped by Aim (digital vs physical evidence)
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- **Assessment:** Acceptable - clear categorization helps
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- ⚠️ **Evidence Correlation:** Connecting VM logs to M2 hospital attack requires synthesis
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- **Mitigation:** Agent 0x99's M2 revelation call explicitly makes connection
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- **Assessment:** Acceptable - scaffolded revelation prevents confusion
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**Assessment:** Cognitive load managed with UI support and scaffolding
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**Disability Considerations:**
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**Visual Accessibility:**
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- ✅ **Text-Based Content:** Dialogue in Ink (screen reader compatible)
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- ⚠️ **Stealth Section:** Guard LoS cone requires visual awareness
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- **Recommendation:** Add audio cues for guard proximity
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- **Impact:** Minor - alternative paths (bribe, SAFETYNET) bypass stealth
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**Motor Accessibility:**
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- ✅ **No Twitch Mechanics:** RFID cloning is proximity-based (not timing-based)
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- ✅ **Turn-Based Stealth:** Player controls when to move (not real-time)
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- ⚠️ **Lockpicking Minigame:** May require precise timing
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- **Recommendation:** Add accessibility toggle for lockpicking difficulty
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- **Impact:** Minor - social path bypasses lockpicking
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**Cognitive Accessibility:**
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- ✅ **Hint System:** Reduces puzzle frustration
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- ✅ **Clear Objectives:** Explicit task list prevents confusion
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- ⚠️ **Encoding Challenges:** Multi-step decoding may challenge working memory
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- **Mitigation:** CyberChef retains intermediate results
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- **Assessment:** Acceptable - tool reduces cognitive load
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**Assessment:** Good baseline accessibility with recommendations for improvement
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**Time Pressure:**
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**Timed Elements:**
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- ✅ **RFID Cloning:** 10-second timer (generous, repeatable if failed)
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- ⚠️ **Guard Patrol:** Continuous patrol (creates time pressure for stealth)
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- **Mitigation:** Patrol pattern is learnable, save states allow retry
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- **Assessment:** Acceptable - not a strict timer, player-paced
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**Player-Paced Content:**
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- ✅ **Investigation:** No time limit on evidence gathering
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- ✅ **Dialogue:** All conversations can be replayed/revisited
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- ✅ **Moral Choices:** No forced time limit on decisions
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**Assessment:** Minimal time pressure, mostly player-paced
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**Verdict:** PASS - Accessible to intermediate learners with good support systems
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#### Replayability
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**Branching Paths:**
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**Major Variations:**
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1. **Victoria Fate:** Recruit vs Arrest vs Escape
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- Different debrief dialogue
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- Different campaign continuity setup
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- Different moral satisfaction
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2. **James Fate:** Protect vs Expose vs Ignore
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- Different ethical outcomes
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- Different narrative closures
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3. **Player Approach:** Cautious vs Aggressive vs Diplomatic
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- Different handler tone
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- Different roleplaying experience
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**Replay Motivations:**
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- ✅ **Moral Experimentation:** "What if I arrested Victoria instead of recruiting her?"
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- ✅ **Completionism:** Collect all LORE fragments, achieve perfect stealth
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- ✅ **Playstyle Variety:** Stealth run vs social run vs aggressive run
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- ✅ **Alternate Dialogue:** Experience different Victoria/James confrontation paths
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**Replay Value:**
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- ✅ **High:** 2 major moral choices × 3 options each = 6-9 distinct endings
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- ✅ **Moderate:** Different playstyles (stealth vs bribe vs combat)
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- ✅ **Low:** VM challenges identical on replay (same flags, same network)
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**Assessment:** Strong replay value due to meaningful branching choices
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**New Game Plus Potential:**
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- Optional future feature: Harder VM network, advanced encoding challenges
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- Optional future feature: Additional LORE fragments revealing Architect identity
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**Verdict:** PASS - High replayability from moral choices and playstyle variations
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---
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