What Do Prototypes Prototype?

We are creating an odd-one-out “imposter” style game, in which players must ask each other questions to determine the identity of an imposter.

  1. Should a player / moderator make cards at game time?
    1. This is important to answer so that players do not become frustrated at the moderator for making cards which are too easy / too hard. One frustration which I have had with games such as Codenames, Avalon, etc. is that because so much of the game relies on the moderator or “odd one out”, if that person does not do a good job, it ruins the game experience. This puts a lot of pressure on that one person and can lead to hesitancy in accepting that role.
    2. This requires a look and feel prototype because we will explore the experience of using cards created by the player at game time. We will ask users to compare pre-set cards and cards created by different users, in order to determine whether using cards created by different users affects their experience (due to potential inconsistency).
    3. My guess is that using user-created cards may lead to some inconsistency, to the point where it may affect gameplay. Similar games such as Quiplash put pressure on users to come up with “funny” answers, and lead to inconsistent game enjoyment.
  2. Should we impose a time limit on rounds? (And, if so — what should it be?)
    1. This is important to answer so that players are encouraged to keep the game moving while also keeping the game from progressing too quickly.
    2. This requires a look and feel prototype because we will explore the experience of playing a round with a time limit versus without.
    3. My guess is that no time limit will be preferable because it will allow games to progress organically and allow players to reach satisfying conclusions. However, I also recognize that a time limit might help players who are less familiar with each other — it would encourage them to speak up and ask questions where they might be hesitant — so I would like to test my guess.
  3. How difficult should words be?
    1. This is important to answer so that we don’t create words which are too easy or too hard for our target audience. Words which are too easy might bore players whereas words which are too hard might discourage them.
    2. This requires a look and feel prototype because we will explore the experience of using different difficulty words. We can show users different difficulty words and try to guess what similar words will be.
    3. My guess is that words should be closely related but not synonymous — in the same close category. For example, a car and truck — closely related but with different properties and common functions.

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