| Great Ninja Escape |
| Attributes | | | | |
| Clear Goals | The player is not presented with clearly defined goals. | Some goals are apparent, but others are not clear. | Most goals are obvious, but occasionally unclear to the player. | All goals are clearly defined and obvious to the player. |
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| Achievable Goals | Even when goals are clear, the player does not have the information or means to achieve the goals. | The means and ability to achieve some goals are clear, but most are not obvious. | Most all of the goals have clear means of achieving them which the player can accomplish. | The means and ability to achieve all the goals are clear and available to the player. |
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| Feedback - clear and immediate | The player does not receive feedback in game play. | The player sometimes receives feedback, but often is left wondering about cause and effect, or whether goals are achieved. | Most of the time the player receives immediate feedback to clearly demonstrate cause and effect, as well as goal completion. | The player clearly receives immediate feedback to actions and immediately knows the results of goal attempts. |
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| Sense of Control | The outcome of the game was never uncertain or the player’s choices had no impact on the outcome. | The game had a few meaningful choices that affected the game outcome. | The player was given a number of meaningful choices affecting the game outcome. | The player was given numerous meaningful choices affecting the game outcome. |
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| Duration of Time | The gameplay dragged on distorting time in a non-positive manner. | Gameplay was routine with no positive sense of time distortion. | There were sequences of gameplay that provided positive sense of time distortion. | Throughout the gameplay there was a positive sense of time distortion. |
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| Dilemmas | The player was provided with no choices that had substantive consequences to weigh. | The player had few choices or no significant choices to weigh the consequences of or most choices had clear optimal solutions. | The player was presented with some significant choices which had no clear optimal solution causing the player to weigh the consequences of the choice carefully. | The player was presented with a variety of significant choices which had no clear optimal solution making the player weigh the consequences of the choice carefully. |
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| Functionality | The game components present do not function well or correctly and exhibit many problems. | Some game components function correctly but others exhibit problems or not functioning as expected. | Most of the game components in the prototype function well and correctly with only minor problems. | All the game components in the prototype function well and correctly. |
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| Fun/Flexibility | The game can only be played in one way. There is no way identified to optimize the match with the players' skill level or different contexts. | There might be a way to vary the game, but it is not clearly spelled out. | There is at least one significant and meaningful way to vary the game to meet different needs. | Several variations are clearly identified that make the game playable in a number of ways to meet different needs. |
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| Replay | The gameplay and features of the prototype do not provide any compelling reason for replay. | The gameplay and features do not entice you to play again. | The gameplay and features of the prototype contribute to making a game you would consider trying again. | The prototype provides compelling gameplay and features that you want to play again. |
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| Overall Rating | Unacceptable | Marginal | Acceptable | Exceptional |
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| Games | What type of game genre do you prefer? (Action, Strategy, Role-Playing, Sports, Racing/Driving, Simulation/Building, Flight Simulation, Adventure, Educational, Puzzle) |
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| Player | What type of player are you? (Competitor, Explorer, Collector, Achiever, Joker, Artist, Director, Storyteller, Performer or Craftsman) |
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| Suggestions | Do not include " in suggestions. |
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| Comments | Do not use " in comments. |
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| Great Ninja Escape |