Feedback: First Eyewire Games

I thought it would be a good idea to gather some more feedback here. Maybe it is useful for you - or at least motivating, because: It was great fun!


EyeWire Team:
I never had the feeling to be “on my own” during the games. Rachel, Amy and Echo (sorry, I still don’t know your name…) did an amazing job by communicating with us, helping with difficult cubes and debugging player-individual problems. Thank you very much - also to those silent people in the background, I am not aware of. :slight_smile:

Community:
Funny people. And really nice, whenever I was around. I heard something about inappropriate language being used, but didn’t see any obnoxiousness myself. In fact, sometimes I felt like I am the biggest troll in chat…

The whole competition idea:
Actually, I had my doubts about this whole idea… By using different teams that compete against each other with the goal: “most cubes win”, I thought the results might become terrible (according accuracy, but also the atmosphere in chat, for example).
But if I may cite from your blog: “Roughly 20% of all work ever done in EyeWire was completed in the past 7 days.” Therefore… I think, my argument is invalid :smiley:

Problems/Suggestions:
Most annoying, of course, was the huge loading time (or maybe it is a bug, because sometimes parts of slices were never loaded). But I don’t see an easy, inexpensive fix for this…
Another “problem” was fixed by echo on-the-fly by implementing the retroactive trailblazer points. Those are great!
The other problems are more like gimmickry… so, I’ll keep them in mind just in case balkamm or echo get bored some day :wink:


Have a low-pressure friday and a restfull weekend :slight_smile:

Thanks for the feedback nkem!  Glad you enjoyed it!  We are definitely still trying to work on the loading time, missing tiles, etc.  All in all, I think we achieved partial success in that we were able to support more people than we have in the past, but still not enough to keep up with all of you!  We’ll keep trying!