| Awesome Dragon Madness |
| Attributes | | | | |
| Appropriate Design – this product represents the culmination of three semesters of understanding design and a full semester of iterative development. | This final product does not reflect the design principles (formal or dramatic). | This final product does incorporate some of the design principles (formal or dramatic). | This final product considers and incorporates the both the formal and dramatic design principles. | This final product considers carefully both the formal and dramatic design principles and effectively incorporates these in the game. |
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| 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 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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| 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 final product 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 final product contribute to making a game you would consider trying again. | The final product provides compelling gameplay and features that you want to play again. |
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| Incorporation of Feedback – the development cycle for the game included a full semester of progress reports with feedback, informal and formal playtesting, and an iterative development process. | This final product considers or incorporates few if any of the feedback provided or playtesting issues. | This final product considers and incorporates some of the feedback provided and playtesting issues. | This final product does consider and incorporate most of the feedback provided and playtesting issues. | This final product reflects consideration and incorporation of playtesting and feedback. |
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| Originality of ideas | No original ideas are implemented in the final product. | Few original ideas are implemented in the final product. | Some original ideas are implemented in the final product. | Many original ideas are implemented in the final product. |
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| Originality of implemented game assets (art or code assets) | No original game assets are reflected in the final product. | Few original game assets are present in the final product. | Some original assets are in the final product. | Many original assets are in the final product. |
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| Originality of gameplay | The final product contains no original gameplay elements. | The final product contains few original gameplay elements. | The final product contains some original gameplay elements. | The final product gameplay is overall very original. |
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| Product Delivery – the team’s charge was use their time and talents effectively to produce a fun working game. | Still a prototype – the player is left with no sense of ending or the player is left with frustration or a sense of incompleteness. | Alpha release – the game plays, but has bugs or glitches, or has missing game elements. | Beta release – the game is mostly complete, perhaps with minor bugs, and it incorporates the formal elements and dramatic elements appropriate for the game. | Gold release – the game is complete with no flaws and has implemented the dramatic elements as well as the functional components. |
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| Overall Rating | Unacceptable | Marginal | Acceptable | Exceptional |
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| Suggestions and Comments (Do not use " in comments.) | | | | |
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| Awesome Dragon Madness |