Cult Leader – P1

Welcome! In this post, you will be joining us on our journey to create the next big party game.

Chapter I: Creation

Introduction:

We –Awua, Ayisha, Diya, Hadil, and Mihret– decided to design a social deception game because of its unique ability to bring people together and foster communication and laughter. Whenever there was a retreat or get-together, we would always find ourselves playing games like “Avalon” or “Mafia”, which inspired us to create a game similar in spirit, but with our own spin of intrigue and mystery on it. 

Development

Design constraints

The teaching team had a set of constraints that the game had to comply with. These were:

  • The game has to be a party game.
  • The game must have a print-and-play version.
  • The game must have a reasonable learning curve for the players.

Inspiration

Before the team started designing the game, our TA Shana recommended reviewing and playing existing games for inspiration. Some games and their mechanics that have inspired our ideation for Cult Leader were:

  • Mafia: The city after-dark component, where mafia members get to make decisions to advance their team.
  • Avalon: Having a mission for some characters where they need to race to the end of the board. The game also has a mysterious vibe to it that inspired us.
  • Secret Hitler: Having players draw two cards each turn, make a decision to use one of them, and discard the other one.

   

 

Ideation

Diverging – Themes:

During the ideation phase, our team brainstormed various themes using a miro board. We wanted to create a game that was both engaging and unique, so we explored a wide range of ideas before settling on the cult theme. We also spent time researching other social deception games to get a better understanding of what worked and what didn’t. We used a collaborative board to collect the ideas.

Converging – Themes:

As a team, we decided to vote to select the theme out of our options. Each of us had two votes represented by green circles, and we took turns placing them on the ideas we preferred. By the end of this, we could see how we all leaned to one idea. We also noted the other options that got voted on and looked at ways we could add them to the mechanics.

Diverging – Mechanics: 

During this phase, we gathered once again to bring our ideas to life. We brainstormed ideas for the general gameplay, considering how to create conflict and drama that would keep players engaged and invested. After much discussion and iteration, we were able to flesh out the initial game mechanics and design the conflict cards that would drive the action. These early prototypes became the basis for our initial testing.

 

Converging – Mechanics:

After playtesting the initial prototype, our team realized that certain mechanics were not working as well as we had hoped. We decided to step back and start from the last step, working our way back to the mechanics. We first analyzed the game’s goals, identifying what we wanted players to experience and achieve. We then looked at the conflict cards and their effects, considering how they impacted the game’s flow and pacing. Next, we examined the different roles and how they interacted with each other, tweaking and adjusting them as needed to create a more balanced and engaging experience. Finally, we fine-tuned the mechanics, simplifying and streamlining where necessary to make them more intuitive and easy to understand. Through this process of iteration and refinement, we converged on a set of mechanics that worked seamlessly together, creating a cohesive and satisfying gameplay experience. 

 

Iterations History:

After the initial testplay and adjustment, a new series of playtests started. We recorded each playtest’s takeaways and results on the mechanics, narrative, and visuals.

  • Playtest #2: 

WHO, WHERE, WHEN: We playtested this version in class on April 25th. Here, we had 7 players who were relative strangers to each other and to us. They were all in their 20s, with an equal ratio of men and women.

Major Takeaways:

  1. The ratio of “Advance on Board” cards wasn’t enough for the game to feel like it was actually progressing. This led to players feeling like their actions were insignificant in the grand scheme of things, and this made them uncaring as their turns came.
    Result: We added 10 Cult Takeover/ Advance on Board cards to the deck.
  2. We needed more Force Vote cards as, without it, the risk to voting was too great for someone to spontaneously accuse someone out.
    Result: We added 5 Force Vote cards.
  3. A lot of the action cards created arbitrary actions that didn’t directly affect the progress of the game, and especially with 6+ people playing added unnecessary playing time. The slow pace of the game negatively affected people’s engagement with it, leading them to be diverted to focus on more urgent tasks.
    Result: We removed cards that didn’t directly give information to other players about a player’s affiliation, which is the main objective during a game round. Specifically, we removed variations of the card “Pick two more cards and pick one of them to play” (adds time without affecting game’s progression). Now, we only had 3 Zealot’s Blessing cards which grant players an extra turn.
  4. “Conversion cards” which turn townspeople into cult members are very powerful and make the game lean heavily in the cult’s favor. Cult will inevitably win if we start the game with 5 cards in the deck. This mechanic kink takes away from the suspense and makes townspeople feel powerless.
    Result: We decided to introduce conversion cards only once the cult progresses to the 2rd block on the board. We also reduced the number of conversion cards from 5 to 4.
  5. Even after shuffling, the probability of a player picking up 2 cards of the same suit was too high. This took away the element of choice from players, and made players feel fed up when they were forced to play a card they didn’t like because they didn’t have a better option.
    Result: We put less of every card into the deck, resolving to reshuffle the cards whenever the cult advanced on the board. This reduced instances of a player picking up 2 cards of the same suit.

After sorting out these nerfs (and adding more buffs! Such as iterations on the visual design, etc), the game felt way less confusing and we were on our way to a streamlined, fun experience! For the next few playtests, we had a lot more fun than in the initial playtest.

  • Playtest #3: 

WHO, WHERE, WHEN: We playtested this version at the d.school Loft on April 25th. Here, we had 9 players, most of whom were acquaintances with each other. They were all in their 20s and 30s, with an equal ratio of men and women.

Major Takeaways:

  1. “Inquiry Cards” letting players ask a question of any other player had no effect on the game, because players were engaging in conversation and inquiry without the card to prompt them as well.
    Result: Inquiry cards were removed from the deck.
  2. At this stage, the directions on the card were long and convoluted. This resulted in turns taking a longer time than needed, some confusions amongst players, and a high level of unnecessary mental power.
    Result: We reduced the directions on the cards to 1-2 lines, and also added pictorial representations to guide understanding, as needed.
  3. The size of the game board was not big enough for all the 9 players to see. This impacted the playing experience, as players were not able to view the block that the token was on with ease and see the narrative developing as they progressed. This made them less immersed in the narrative of the game.
    Result: We made a bigger game board so that the text and design on the board was visible to all players. See design iteration history section for images.
  4. This game felt much more streamlined, there was more open discussion and  players were playfully accusing each other. Flow was much better, hugely due to the removal of unnecessary voting before every turn. Because it was flowing faster, players were engaged in open discussion and playful suspicions.
  • Playtest #4:
  1. After observing the interactive dynamics of this game, ideated on a “Silence” action card which will grant player the power to silence another player until their next turn.
    Result: Added 2 “silence next player” cards to the deck.
  2. As we were now playing with only 7 people as opposed to 9, we realized we need to make flexible rules for how many cultists we have at the start of the game. For example, instead of starting with 2 cultists, we decided to start with 3 if we had 7+ players, and 4 if we had 9+ players.

Alongside incorporating playtest findings, we also extensively used post-it brainstorming, whiteboards, and miro boards to come up with new ideas. We did a total of 7 playtests (but we have detailed only 3 of the most significant ones.) Through an exhaustive design process, we were able to add many buffs and smooth out many nerfs.

  • Character Card Evolution:

From ideation, to prototype.

     

  • Board Evolution:

  • Play Card Evolution:

 

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Chapter II: Cult Leader

Artists’ Statement:

 Thank you for playing Cult Leader, a social deception game with a cult theme that challenges players to navigate a complex web of rules and objectives while fostering communication, cooperation, and strategic thinking. 

Our goal was to create a game that is intuitively learnt but challenging to master, with enough depth to keep players engaged and coming back for more. The complex rules were made complex enough to introduce confusions, clashes, and to put players on the edge of their seats, and to our delight our playtests proved our eventual success towards this goal. Every playtest, moreover, generated different outcomes and we are excited to see how the emergent narrative is developed as this game is played out again and again. 

Our game is not just about the mechanics; it’s about the experience of playing with others, building trust, and revealing the true intentions of those around us. We hope that Cult Leader will be a catalyst for laughter, friendly competition, and new friendships, and that players will be left with a sense of excitement long after the game is over.

Concept Map:

P1-14 Print and Play_ Awua Ayisha Diya Hadil Mihret

The ‘Cult Leader game’ has an exciting conversational aspect and its randomized cards keep players on their toes throughout the entire game. Plus, the stunning art design takes the game to a whole new level.

-Adarsh, 22

Character and Affiliation Cards Sample:

 

Play Cards Sample:

  

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Chapter III: Gameplay and Design Overview 

Formal Elements:

  •  Players: Unilateral competition. A subset of players (cult members) are playing against another, larger subset (villager). The game is designed to be played by 6-12 players. There is a moderator, a cult leader, a martyr, a skeptic, and the rest of the players are villagers.
  • Objectives: Cult members are trying to outwit others by remaining anonymous and racing to world dominance.
  • Outcomes: Zero-sum, if any team wins, the other team will lose.
  • Procedure and Rules: As described in the Print and Play Manual.
  • Resources for players: Cards, team members.
  • Boundries: The table, with the area around it where players are.
  • Conflict: Obstacles created from opponents’ actions and choices. Dilemas in wanting to advance the cult without being obvious.

The “Magic Circle”:

 

Competitive Analysis:

Our team conducted a competitive analysis of Cult Leader in comparison to other social deduction games such as Avalon, Secret Hitler, Werewolf, and Coup. While the core mechanics of these games involve hidden roles and bluffing, we found that our game stands out due to its emphasis on storytelling and card combinations. Avalon and Secret Hitler place a greater emphasis on team dynamics, while Werewolf and Coup prioritize individual player skill. Cult Leader offers a balance of both individual and team play, with unique character cards that encourage creative gameplay and dynamic interactions between players. Overall, we believe our game offers a fresh take on the social deduction genre, providing players with a unique and engaging experience.

Mechanics, Dynamics, and Aesthetics:

In Cult Leader’s game mechanics, players take turn drawing cards, choosing which one to play, and discard the other one. As players, with different agenda, start making decisions, everyone starts forming their theories, and designing a strategy based on that. Players will often try to convince others with their theories, but since no one knows who to trust for sure, this gets tricky. This atmosphere of anticipation and mystery plays a significant role in drawing players into the theme. The inspiration behind the purple and gold color palette was drawn from the symbolism of royalty, religion, and the sun as a god and sign of power. The combination of purple and gold historically represented wealth, luxury, and spiritual enlightenment. We sought to evoke these feelings in the design of the game.

Types of Fun:

Cult Leader promises its players the fun of fantasy, where each player is now on a mission to do good or bad. It also offers a feeling of fellowship, which can be felt especially between cult members. Finally, there is the narrative of the cult, its mission, and what its actions are causing to villagers. These three types work together to create a full experience for the players.

Game Psychology:

Player Profiles:

Design Patterns for Building Friendships:

Cult Leader tries to create friendships by creating unreal, fictional cultures with shared experiences and goals to form similarity between players. However, bluffing is an essential part of the game, and with that comes the need for players to trick each other. This causes trust in the game to crash, yet it makes people get to know each other on more of a personal level. Thus, while barely any mutual trust exists in this game, it is the relationships it deeps outside of it that make it worthwhile.

Final Playtest Video

(Skip to 31:50 for a treat)

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Chapter IV: Closure

One last thing we have to do before we end this project is to thank the teaching team, especially Shana, for her insights and support. Her feedback was essential to getting Cult Leader here. Her critical questions, guidance, and recommendation have expanded our horizons as game designers, and her taste in music matched her knowledge and experience.

Sincerely,

A, H, M, A, D

 

P.S: If you’re reeeeeeeaally into the nitty gritties, feel free to view our Miro Board, and Playtest Sheets.

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