Critical Play: Social Deduction – Ryan K

“Among Us” was developed by InnerSloth and launched in 2018 and is available on various platforms, including PC, mobile devices, and consoles, making it accessible to a broad audience. This game excels in emphasizing social deduction through a combination of gameplay mechanics, player roles, task distribution, and voting system. These elements collectively contribute to a rich environment where player interaction, deceit, and the continuous assessment of trust are paramount. Unlike traditional video games that rely on physical dexterity or strategy alone, “Among Us” demands emotional intelligence, persuasion, and deductive reasoning, offering a unique blend of engagement that differentiates it from other games in its genre.

The game divides players into two roles: Crewmates and Impostors. Crewmates are tasked with completing various activities around the spaceship, while Impostors are assigned to sabotage these efforts and eliminate Crewmates covertly. This simple division creates a complex web of suspicion and trust as players try to deduce who the Impostors are based on behavior, task completion, and alibis for various in-game events.

A significant mechanic that aids in social deduction is the emergency meeting and voting system. Players can call meetings to discuss suspicious behavior and vote out who they believe is an Impostor. This mechanic not only adds tension and strategic depth but also encourages active communication and persuasion, as players must articulate their suspicions and defend themselves from accusations.

Comparatively, “Among Us” stands out from other social deduction games like “Town of Salem” or “Werewolf” due to its interactive environment and task completion mechanics. These aspects add a layer of tangible evidence to the deduction process, as player movements and actions become clues in uncovering the Impostors. However, one area for improvement could be the introduction of more varied tasks or mini-games that require cooperation among Crewmates, further emphasizing the social aspect of deduction and increasing the difficulty for Impostors to blend in.

“Among Us” also exemplifies the MDA framework. The mechanics, such as task completion and voting, create dynamics of suspicion and alliance-forming among players, leading to the aesthetic experience of suspense and thrill. This illustrates how well-designed mechanics can foster a specific emotional and psychological experience, a central tenet in game design discussed in our short exercise.

Moreover, “Among Us” leverages formal elements like rules, objectives, and player interaction to drive the social deduction process. By doing so, it highlights how game design can facilitate complex social interactions and narratives, resonating with readings on the role of narrative and player agency in games. A critique could be that the simplicity of some tasks may not fully utilize the potential for these interactions, suggesting that further complexity in task design could enhance the deduction process.

About the author

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.