SURVEY STATUS as of Aug 29, 2011: All surveys closed.
THANK YOU to everyone who participated, discussed, and promoted this effort.
IMPORTANT NOTE: the suveymonkey links may not work or show all data after September 16, as I am downgrading to a basic (free) account in order to allocate those monthly $$ elsewhere. All data is stored ony hard drive and this thread. This only effects the links.
Three SHORT surveys intended to help custom map makers to better understand what YOU, the community, want (and don't want) in your adventure maps.
I am pleasantly surprised at the higher-than-expected number of respondents who browse through more than just the first page of these forums. Google and reddit are also represented.
I am pleasantly surprised that the highest % of respondents enjoyed "most" of the maps they have played. I "hear" a lot of complaining about the overbalance of bad maps out there.
Players don't like mazes as much as other types of puzzles
Visual detail/Decore is significantly important
Boat rides are less attractive than Minecart rides (not surprising, but the results are pretty close)
Sound effects are appreciated, but recorded narration hasn't caught on (possibly because you have to alt+tab out for it)
Open-ended storylines are least popular
Players seem to want to be guided subtly vs. having blatant roads or open-world
70% of players want in-game signs vs. external notes. I assume this is because they have to tab-out and lose the immersion. I'm surprised it's this high. I thought the limitations of in-game signs would sway this toward external notes.
67% of players don't mind NPCs represented by signs. 47% are ok with blocks/pumpkins. Again, I'm surprised it's so high due to visual limitations. Maybe I'm just picky.
Genre results are not surprising.
Short duration maps (under 30 min) are not attractive
Be sure to expand the text responses for questions 8 and 9. I'll let you draw your own conclusions around trends. There are some interesting idea here tho.
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Seems like an amazing idea. Ive always wanted to know what people want from a map, so far have just been going off of what I look for in a map, prolly not the best approach : p
I took all of them. Being a born story and world creator, it's very satisfying to be able to share information about the pros and cons of various maps I've seen. (and wish I've seen) Sorry if some of my answers were a bit lengthy.
Rollback Post to RevisionRollBack
SPAAAAAAAAAAAACE!
"Look at me still talking when there's science to do. When I look out there it makes me glad I'm not you."
Did them all. Can't wait to see the results. I've made a few maps in the past, almost exclusively for friends though. I'm considering making some stuff to upload to the forums so I can see if people like my stuff.
A little confused by this question: Being given pre-created map items to follow?
Does this mean items in the game, like a map, or materials outside the game, like a... map?
Also I have to clarify my answer on the last item: Clearly defined borders (e.g. bedrock walls or pylons) While I said this is essential, the way it is incorporated into the map is also essential. For instance I prefer implied (pylons) rather than explicit (bedrock walls) borders, as I feel being confronted by a visible boundary breaks immersion in an open world environment, but for certain kinds of map ideas a hard border could work, obviously interiors work well with this. But when outdoors, the boundaries should be disguised as much as possible. For example a bedrock wall in a city could have a decorative facade to hide the hard edges, or a fake horizon/skybox. It detracts from the aesthetic effect important to the setting.
A little confused by this question: Being given pre-created map items to follow?
Does this mean items in the game, like a map, or materials outside the game, like a... map?
Also I have to clarify my answer on the last item: Clearly defined borders (e.g. bedrock walls or pylons) While I said this is essential, the way it is incorporated into the map is also essential. For instance I prefer implied (pylons) rather than explicit (bedrock walls) borders, as I feel being confronted by a visible boundary breaks immersion in an open world environment, but for certain kinds of map ideas a hard border could work, obviously interiors work well with this. But when outdoors, the boundaries should be disguised as much as possible. For example a bedrock wall in a city could have a decorative facade to hide the hard edges, or a fake horizon/skybox. It detracts from the aesthetic effect important to the setting.
Yes. :smile.gif:. I meant the map ITEM in the game that fills itself out as you walk. In some adventures you are given a map item (in game) that is already showing a path to your next checkpoint, e.g. prof Grizwold 2. I saw a comment that some players don't care for that gimmick, but i personally like it.
I filled out two of the surveys yesterday, and enjoyed doing so because the questions are well-put and relate to important aspects of maps. I think I'll go do the third one immediately, and I strongly encourage everyone else with a few free minutes to do so!
Yes. :smile.gif:. I meant the map ITEM in the game that fills itself out as you walk. In some adventures you are given a map item (in game) that is already showing a path to your next checkpoint, e.g. prof Grizwold 2. I saw a comment that some players don't care for that gimmick, but i personally like it.
Yeah I like that idea too. It's kind of integral to the pirate-themed sections of my current map in progress so I hope players don't hate it too much! It's interesting what different Minecraft players seek from their adventure maps, I too look forward to the results of these surveys.
THANK YOU to everyone who participated, discussed, and promoted this effort.
IMPORTANT NOTE: the suveymonkey links may not work or show all data after September 16, as I am downgrading to a basic (free) account in order to allocate those monthly $$ elsewhere. All data is stored ony hard drive and this thread. This only effects the links.
Three SHORT surveys intended to help custom map makers to better understand what YOU, the community, want (and don't want) in your adventure maps.
What Makes a Good Minecraft Custom Adventure Map - SURVEY CLOSED, Click here for results
How You Play Minecraft Custom Adventure Maps - SURVEY CLOSED, Click here for results
Finding Minecraft Custom Adventure Maps - SURVEY CLOSED, Click here for results
If you have feedback on the survey itself - reply here.
If you have ideas for additional surveys - reply here.
Click here for RESULTS for "Finding Custom Adventure Maps"
My reactions:
Click here for RESULTS for "How You Play Custom Adventure Maps"
My reactions:
Click here for RESULTS for "What Makes a Good Custom Adventure Maps"
My reactions:
I just finished all 3
Hope that helped
My next map is partially outlined on paper and I'll definitely be looking to incorporate the public opinion :smile.gif:
:smile.gif:
"Look at me still talking when there's science to do. When I look out there it makes me glad I'm not you."
Does this mean items in the game, like a map, or materials outside the game, like a... map?
Also I have to clarify my answer on the last item: Clearly defined borders (e.g. bedrock walls or pylons) While I said this is essential, the way it is incorporated into the map is also essential. For instance I prefer implied (pylons) rather than explicit (bedrock walls) borders, as I feel being confronted by a visible boundary breaks immersion in an open world environment, but for certain kinds of map ideas a hard border could work, obviously interiors work well with this. But when outdoors, the boundaries should be disguised as much as possible. For example a bedrock wall in a city could have a decorative facade to hide the hard edges, or a fake horizon/skybox. It detracts from the aesthetic effect important to the setting.
Yes. :smile.gif:. I meant the map ITEM in the game that fills itself out as you walk. In some adventures you are given a map item (in game) that is already showing a path to your next checkpoint, e.g. prof Grizwold 2. I saw a comment that some players don't care for that gimmick, but i personally like it.
Yeah I like that idea too. It's kind of integral to the pirate-themed sections of my current map in progress so I hope players don't hate it too much! It's interesting what different Minecraft players seek from their adventure maps, I too look forward to the results of these surveys.
Also this is a bump.
The one I'm most interested in is the 3rd one about the features of a map.
I thought of 3 more questions I should have asked but they're fairly specialized. If you guys think of questions to put in my next survey let me know.