Session 03: Deliverables

Session 02: Tools for Measuring Objectives

Hey there. Welcome to the third session for the Movement Mechanics project. Today, I’ll be working out the deliverables for the project.

Here is what has been developed for the project:

Goal: By the end of this project, I will have a set of instructions that explains to players how moving through zones works.

Objective 1: The format is digital, using the same platform that this objective was written within.
Objective 2: Each visual element incorporated in the rules is necessary for teaching the rules.
Objective 3: This set of instructions will only teach movement mechanics (and assume any other rules not directly tied to movement will be explained elsewhere.
Objective 4: Ensure the instructions are not confusing.
Objective 5: Ensure the instructions don’t contain “off switches”.
Objective 6: Ensure the instructions contain original content which remains the property of Cryptiquest, LLC.

Tool 1: Graphic checklist
Tool 2: Quality matrix survey
Tool 3: Off-switch checklist
Tool 4: Content ownership checklist

Ah. Here we go. I’ll start in the usual place – the planning phase (you can learn more about Cryptiquest project phases here). The following standard deliverables are as usual:

  1. Goal (done)
  2. List of objectives and guidelines (done)
  3. Tools for measuring objectives (done)
  4. List of deliverables (in progress)
  5. Steps and timelines for each deliverable

Looking at the design-production-refinement phases, I will probably have a couple of “mini-projects” that follow the cycle. Let’s call them milestones. The first milestone will be the concept of the rules – these won’t be a draft of the rules but more like notes and ideas that are fleshed out enough to do some self testing. The next milestone will be testing until the concept is proven to work. We’ll call that a “proof of concept.” This will be followed by a first draft for the rules. Then a second draft.

  1. Testable concept
  2. Self-test
  3. First draft of rules
  4. Final draft of rules

In order to test to ensure that this project is successful, I will need some tools – as discussed in the last session.

  1. Graphic checklist
  2. Quality matrix survey
  3. Off-switch checklist
  4. Content ownership checklist

I will also need to test the system with players. Unfortunately, the mechanics at this project are so small that I don’t think I can make a playable game with them. They shouldn’t be, however, too big for other game developers to look over and offer advice without needing to play. So, reaching out should be a deliverable and the subsequent final version of the rules.

  1. Advice from peers

If the rules are hosted on CQ StoryHammer’s site, then the launch phase for this project can be a simple press release and social media announcement. Still, I should have a plan:

  1. Launch plan
  2. Supplemental materials

Okay. I think that’s a good start. Like always, I can’t count on this being a comprehensive list and will have to adapt as I learn new things. Here’s the tally:

  1. Goal (done)
  2. List of objectives and guidelines (done)
  3. Tools for measuring objectives (done)
  4. List of deliverables (done)
  5. Steps and timelines for each deliverable
  6. Graphic checklist
  7. Quality matrix survey
  8. Off-switch checklist
  9. Content ownership checklist
  10. Testable concept
  11. Self-test
  12. First draft of rules
  13. Final draft of rules
  14. Advice from peers
  15. Final version of the rules
  16. Launch plan
  17. Supplemental materials

Okay. That’s a pretty handsome list. During the next session, I’ll try to establish steps for each deliverable and a timeframe, resulting in some sort of work schedule.

Session 02: Tools for Measuring Objectives