Short Exercise: What do Prototypes Prototype?

  1. How do we want to deal with even numbers of players?
    • We envisioned our game to work best with an odd numbers of players, but we still want it to be equally engaging for an even numbers of players. We could prototype this by having shorter rounds of play with different dynamics in terms of the role that our “odd one out” will have and seeing which one works best.
  2. Is the main objective of the game truly one that is engaging and motivating for players?
    • I would like for our game to not feel pointless or boring throughout and I think that the objective of the game has a huge role in this. We could prototype this by experimenting with shorter rounds of play and trying out different combinations/variations of objectives to see what people feel is the most engaging. I tend to think that games that have objectives that are straightforward and pretty binary (you either win or lose) have a more addictive feel to them so I think having that type of objective for our game will result in the most success.
  3. Is the pacing of the game appropriate?
    • One worry I have with the game concept we have right now is that it might be too slow, and our team discussed potential time constraints as a form to deal with this. We can prototype this by isolating the specific aspects of our game that we want to be timed and experimenting with timings that work best. I think that the more fast-paced the game is the more engaging and emotion-inducing it is, so I think that making our game pretty quick and concise will work best.

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