Add Mission 3 Stage 8 - Player Experience Review (Part 6)

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Z. Cliffe Schreuders
2026-01-14 09:46:32 +00:00
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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
#### Playability
**Objective Clarity:**
**Primary Objectives:**
- ✅ Aim 1.1: "Infiltrate WhiteHat Security and clone Victoria's keycard" - clear, actionable
- ✅ Aim 1.2: "Access the server room and gather digital intelligence" - clear destination, clear goal
- ✅ Aim 1.3: "Find physical evidence connecting Zero Day to ENTROPY operations" - clear objective type
**Task Clarity:**
- ✅ All 11 tasks have clear verbs: "clone", "scan", "decode", "find", "access"
- ✅ Success criteria implied by task names (scan_network = run nmap, clone_rfid_card = proximity minigame)
- ✅ Optional objectives clearly marked (LORE fragments, perfect stealth)
**Assessment:** Objectives provide clear direction without hand-holding
**Progression Flow:**
**Critical Path:**
1. Briefing → Victoria meeting (RFID clone) ✅
2. RFID card → Server room access ✅
3. VM challenges → Evidence discovery ✅
4. Evidence → Confrontation unlocked ✅
**Bottlenecks:**
- ⚠️ **Potential Blocker:** RFID cloning required for Act 2 access
- **Mitigation:** Victoria alternate path (victoria_trust >= 40 bypasses RFID cloning)
- **Assessment:** Acceptable - primary mechanic has social engineering alternative
- ⚠️ **Potential Blocker:** Lockpicking for executive office access
- **Mitigation:** Victoria high trust can grant access
- **Assessment:** Acceptable - skill challenge with social alternative
**Backtracking:**
-**Intentional:** Find encoded messages → return to server room CyberChef → decode
-**Purpose:** Reinforces server room as investigation hub
-**Distance:** Minimal (all rooms within 2-3 connections)
- **Assessment:** Backtracking serves gameplay loop, not tedious
**Dead Ends:**
-**James's Office:** Optional exploration, not required for victory
-**LORE Fragments:** Optional collectibles, not blocking progression
- **Assessment:** Optional content clearly optional (no false critical path signals)
**Assessment:** Progression flow is logical with minimal frustration potential
**Difficulty Curve:**
**Act 1 (Easy):**
- ✅ RFID cloning: Tutorial minigame (proximity-based, clear instructions)
- ✅ Social interaction: Low-stakes (Victoria is friendly during meeting)
**Act 2 - Early (Medium):**
- ✅ Stealth: Guard patrol avoidance (learnable pattern, non-lethal failure)
- ✅ nmap/netcat: Intermediate technical skills (guidance available)
**Act 2 - Late (Medium-Hard):**
- ✅ Encoding challenges: Multi-layer decoding (ROT13+Base64)
- ✅ Evidence correlation: Synthesizing digital + physical clues
**Act 3 (Narrative):**
- ✅ Moral choices: No "skill" challenge, purely decision-making
**Assessment:** Smooth difficulty progression from tutorial → skill application → synthesis
**Potential Frustration Points:**
- ⚠️ **Stealth Section:** Guard detection could frustrate stealth-averse players
- **Mitigation:** Bribe option ($500), SAFETYNET reveal, or combat (multiple solutions)
- **Assessment:** Non-blocking - multiple paths reduce frustration
- ⚠️ **VM Commands:** Players unfamiliar with nmap might struggle
- **Mitigation:** Agent 0x99 hint system, terminal provides command suggestions
- **Assessment:** Educational mission appropriately challenges learners
- ⚠️ **Encoding Puzzles:** Double-encoding (Base64→ROT13) could confuse
- **Mitigation:** CyberChef interface guides operations step-by-step
- **Assessment:** Acceptable difficulty for intermediate tier
**Assessment:** Frustration points addressed with mitigation strategies
**Verdict:** PASS - Playable with clear objectives, logical progression, and appropriate difficulty
#### Player Agency
**Meaningful Choices:**
**1. Player Approach (Opening Briefing):**
- Options: Cautious / Aggressive / Diplomatic
- Impact: Affects handler dialogue tone, character voice callbacks in debrief
- **Meaningfulness:** ✅ Moderate (cosmetic dialogue changes, roleplaying value)
**2. Victoria Sterling Fate (Climax):**
- Options: Recruit as double agent / Arrest / Let escape (failure to choose)
- Impact:
- Recruit: Victoria becomes asset, Phase 2 intelligence, moral compromise
- Arrest: Victoria prosecuted, Zero Day disrupted, moral satisfaction
- Escape: Mission partial failure, Victoria remains threat
- **Meaningfulness:** ✅ High (significant narrative and campaign continuity impact)
**3. James Park Fate (Secondary Choice):**
- Options: Protect (omit from reports) / Expose (full prosecution) / Ignore (his choice)
- Impact:
- Protect: James avoids prosecution, player shows mercy
- Expose: James arrested, player upholds accountability
- Ignore: James determines own fate, player respects agency
- **Meaningfulness:** ✅ High (genuine moral dilemma, no "correct" answer)
**4. Guard Interaction:**
- Options: Stealth avoidance / Bribe ($500) / SAFETYNET reveal / Combat
- Impact: Stealth = bonus, Bribe = resource cost, SAFETYNET = intel gain, Combat = noise risk
- **Meaningfulness:** ✅ Moderate (tactical choice with distinct approaches)
**5. LORE Fragment Collection:**
- Options: Collect all 3 / Collect some / Skip entirely
- Impact: Deeper world-building, optional objectives, completionist satisfaction
- **Meaningfulness:** ✅ Low-Moderate (optional content for invested players)
**Illusory Choices (Minimal):**
- ✅ Receptionist dialogue topics: Cosmetic (info gathering, no mechanical impact)
- ✅ Victoria meeting small talk: Cosmetic (character building, no consequence)
- **Assessment:** Illusion limited to expected "conversation flavor" choices
**Choice Consequences:**
**Short-Term:**
- ✅ Bribe guard → $500 cost → immediate access
- ✅ RFID clone success → server room unlocked
- ✅ Stealth detection → guard confrontation
**Long-Term:**
- ✅ Victoria recruited → Campaign asset (Phase 2 missions)
- ✅ Victoria arrested → Zero Day disrupted, different Phase 2 path
- ✅ James protected → Potential ally testimony later
- ✅ James exposed → Justice served, family destroyed
**Debrief Reflection:**
- ✅ Agent 0x99 acknowledges victoria_fate and james_fate
- ✅ Dialogue changes based on player_approach
- ✅ Consequences previewed (Victoria's future, James's prosecution)
**Assessment:** Major choices have meaningful, acknowledged consequences
**Player Expression:**
**Playstyle Support:**
-**Stealth Player:** Guard avoidance, lockpicking, quiet investigation
-**Social Player:** Victoria trust building, SAFETYNET guard reveal, recruitment path
-**Aggressive Player:** Combat option, arrest Victoria, expose James
-**Completionist:** LORE fragments, perfect stealth, all evidence gathered
**Roleplaying Opportunities:**
- ✅ Player approach choice allows defining character personality
- ✅ Moral choices reflect player values (mercy vs justice, pragmatism vs idealism)
- ✅ Dialogue choices in Victoria/James confrontations allow nuanced responses
**Assessment:** Multiple valid playstyles supported with meaningful expression
**Verdict:** PASS - Strong player agency with meaningful choices and acknowledged consequences
#### Accessibility
**Skill Level Accessibility:**
**Beginner Accommodations:**
-**Hint System:** Agent 0x99 provides progressive hints for all VM challenges
-**Optional Objectives:** LORE fragments and perfect stealth not required
-**Success Tiers:** 60% completion = victory (forgiving threshold)
-**Command Help:** VM terminal provides command suggestions
-**Alternative Paths:** Social engineering bypasses lockpicking/stealth
**Intermediate Challenge:**
-**Appropriate Difficulty:** nmap, netcat, ROT13 are core intermediate skills
-**Scaffolding:** VM challenges progress logically (scan → enumerate → exploit)
-**Practice Opportunities:** Multiple encoding challenges reinforce concepts
**Advanced Players:**
-**Optional Depth:** LORE fragments provide additional world-building
-**Perfect Stealth:** Challenge for skilled players
-**Evidence Correlation:** Synthesizing clues rewards careful investigation
**Assessment:** Accessible to intermediate learners with support for beginners and depth for experts
**Cognitive Load Management:**
**Information Presentation:**
-**Objectives Checklist:** Persistent UI showing current goals
-**Flag Submission Feedback:** Immediate confirmation of correct flags
-**Agent 0x99 Support:** Available for guidance when stuck
-**Hub-and-Spoke Layout:** Server room central location reduces navigation complexity
**Potential Overload Points:**
- ⚠️ **Act 2 Start:** Many objectives unlock simultaneously after RFID clone
- **Mitigation:** Objectives grouped by Aim (digital vs physical evidence)
- **Assessment:** Acceptable - clear categorization helps
- ⚠️ **Evidence Correlation:** Connecting VM logs to M2 hospital attack requires synthesis
- **Mitigation:** Agent 0x99's M2 revelation call explicitly makes connection
- **Assessment:** Acceptable - scaffolded revelation prevents confusion
**Assessment:** Cognitive load managed with UI support and scaffolding
**Disability Considerations:**
**Visual Accessibility:**
-**Text-Based Content:** Dialogue in Ink (screen reader compatible)
- ⚠️ **Stealth Section:** Guard LoS cone requires visual awareness
- **Recommendation:** Add audio cues for guard proximity
- **Impact:** Minor - alternative paths (bribe, SAFETYNET) bypass stealth
**Motor Accessibility:**
-**No Twitch Mechanics:** RFID cloning is proximity-based (not timing-based)
-**Turn-Based Stealth:** Player controls when to move (not real-time)
- ⚠️ **Lockpicking Minigame:** May require precise timing
- **Recommendation:** Add accessibility toggle for lockpicking difficulty
- **Impact:** Minor - social path bypasses lockpicking
**Cognitive Accessibility:**
-**Hint System:** Reduces puzzle frustration
-**Clear Objectives:** Explicit task list prevents confusion
- ⚠️ **Encoding Challenges:** Multi-step decoding may challenge working memory
- **Mitigation:** CyberChef retains intermediate results
- **Assessment:** Acceptable - tool reduces cognitive load
**Assessment:** Good baseline accessibility with recommendations for improvement
**Time Pressure:**
**Timed Elements:**
-**RFID Cloning:** 10-second timer (generous, repeatable if failed)
- ⚠️ **Guard Patrol:** Continuous patrol (creates time pressure for stealth)
- **Mitigation:** Patrol pattern is learnable, save states allow retry
- **Assessment:** Acceptable - not a strict timer, player-paced
**Player-Paced Content:**
-**Investigation:** No time limit on evidence gathering
-**Dialogue:** All conversations can be replayed/revisited
-**Moral Choices:** No forced time limit on decisions
**Assessment:** Minimal time pressure, mostly player-paced
**Verdict:** PASS - Accessible to intermediate learners with good support systems
#### Replayability
**Branching Paths:**
**Major Variations:**
1. **Victoria Fate:** Recruit vs Arrest vs Escape
- Different debrief dialogue
- Different campaign continuity setup
- Different moral satisfaction
2. **James Fate:** Protect vs Expose vs Ignore
- Different ethical outcomes
- Different narrative closures
3. **Player Approach:** Cautious vs Aggressive vs Diplomatic
- Different handler tone
- Different roleplaying experience
**Replay Motivations:**
-**Moral Experimentation:** "What if I arrested Victoria instead of recruiting her?"
-**Completionism:** Collect all LORE fragments, achieve perfect stealth
-**Playstyle Variety:** Stealth run vs social run vs aggressive run
-**Alternate Dialogue:** Experience different Victoria/James confrontation paths
**Replay Value:**
-**High:** 2 major moral choices × 3 options each = 6-9 distinct endings
-**Moderate:** Different playstyles (stealth vs bribe vs combat)
-**Low:** VM challenges identical on replay (same flags, same network)
**Assessment:** Strong replay value due to meaningful branching choices
**New Game Plus Potential:**
- Optional future feature: Harder VM network, advanced encoding challenges
- Optional future feature: Additional LORE fragments revealing Architect identity
**Verdict:** PASS - High replayability from moral choices and playstyle variations
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