Our game Monster Match is about mixing and matching monster part cards to create monsters in competition with other players.
Questions we must answer for our prototypes are as follows:
- Is the game balanced? Is there a part card with an unfair advantage that spoils the fun of the game?
- This is important because unfair advantages spoil the fun and make people less willing to compete.
- Our prototype will have adjustable stats so we can try different numbers to fix OP cards.
- My guess is it will not be unbalanced. If so we will increase the cost or lower the effects of unbalanced cards.
- Is the game fun? Is the game fast-paced without getting stale? Is there tension involved? Do players get worked up?
- This is important because our game is attempting to capture the aesthetics of competition.
- Our prototype will allow people different strategies to win. We can measure how many people are attacking each other, teaming up, and getting worked up.
- I think our game can be fast-paced and competitive as it takes its roots from King of Tokyo, a competitive popular board game.
- Can fun monsters be created? Are the combinations exciting and interesting? Are they funny?
- This is important because expression is another aesthetic we want to capture. Especially humorous expression through unlikely combinations
- Our prototype will have many parts to choose from. We will analyze what part ilicit the best reactions.
- Because of the large amount of types of images we use, I think some combinations could be successful.
- Is the game too complicated? Do we have too many rules that would be hard for players to pick up?
- This is important because people may be turned off from our game without giving learning the rules a chance.
- Our prototype will include clear instructions with illustrtations
- I am worried about this. Especially for prototyping in the classroom with lots of people and noise.
- What is the end game like? Do players always win by getting 20 stars or do some players win by combat? Can this be changed by tweaking the values?
- This is important because we want there to be multiple good strategies for winning the game. In King of Tokyo, players that prioritize starts often win over attacking.
- Our prototype allows for both means of winning – through collecting stars and by killing off other players.
- My guess is that our initial prototype may encourage people to get stars over attacking. We will be able to adjust stats related to attacking to make this a viable option.