Far Frontier
Sihan Ma’s Game Design Document
Game Demo Test Feedback 1

Feedback Summary
- Terrain and visual presentation
Participants praised the attractive environment and the way vehicles adapt to different surfaces. Mud resistance and terrain-dependent movement already gave driving a distinctive feel and supported the design pillars. - Make resource hauling playable
The next priority is to demonstrate collecting and transporting resources through a clear, playable loop. Suggestions included different resources across terrain types and a simple mission that gives exploration a purpose. - Clarify motivation and atmosphere
Feedback asked what players are looking for, why they are exploring and what keeps them engaged. Environmental storytelling and relaxed delivery missions were suggested, while one participant felt that a clear driving and collection goal could work without a larger story. - Define progression and recovery
Participants wanted clearer end goals, progression and possible failure conditions. Questions also covered map structure, finite resources, day and night changes, and how players could recover if they ran out of fuel. - Keep the prototype focused
Feedback recommended prioritising the core exploration and resource collection experience within the available time, rather than attempting to complete the entire game. A small playable mission would make the intended experience easier to understand.
Overall Reflection
Participants showed strong interest in the demo and responded positively to the development of the map and its existing features. However, a key concern was the lack of a clear narrative direction and playable missions. Several participants recommended adding story context and tasks for the next playtest, giving players a stronger reason to explore and a more concrete goal to work towards.