What do Prototypes Prototype?

How can we keep the game engaging for eliminated couples? 

 The core objective of our game is to outlast and outwit other couples, but it’s crucial for eliminated couples to still feel involved throughout the course of the game, otherwise the game will end up being very fun for a select few and quite boring for the rest. We intend to playtest our game with a lo-fi prototype, starting off with 5 rounds we believe will be most entertaining, and including mechanisms such that eliminated couples can still vote and deliberate on the outcomes of each round and also attempt to “steal” members of the bottom-scoring couple after every two rounds. We hope that this will incentivize eliminated couples to stay engaged in the storyline of the game, while also giving the opportunity to re-enter the game if they remain engaged and present a compelling argument to a couple that is on the rocks. We predict that this will work pretty well — a lot of the fun of social deduction games is in the heater discussion that takes place during deliberation, so as long as all are able to participate in this aspect of the game, we anticipate high engagement. Further, the ability of eliminated players to “steal” a member of an active couple adds drama and more incentive to stay engrossed in the game.

How many rounds should the game last, and how should these rounds be organized?

It’s extremely important to find a game length that is both long enough to allow for the development of a cohesive storyline and pace of play, while also avoiding dragging out necessarily. Moreover, as our game explores the dynamics between fictional “couples” there are likely some tests of their relationship which flow more naturally into one another. For example, it makes more sense to have players come up with a fictional “how we meet” story before they play a game of twister. To answer this question, we’ll playtest a version of our game with all of the rounds we brainstormed in the order we decided after class. We’ll take notes of which transitions felt smooth, and at which points in the game we were bored or most engaged. I predict that the sweet spot for the number of rounds will rest at around 5. Since this is a game meant to be played by many people, there is a lot of content to get through, but 5 rounds will balance length with ample opportunity for couples to get to know each other and for funny dynamics and stories to emerge.

How should deliberations after each round function? 

Deciding which couple is voted out is the single most important deliberation of this game. As such, it’s crucial that this process is not only fair, but engaging for all involved, as it determines the outcome of the game. To answer this question, we’ll playtest our game with a relatively lax debate function, and then take note of what dynamics and strategies naturally emerge. At the end of each round, there will be time for everyone to discuss who they think should be voted out and why, with a count of votes being taken. We predict that this will be an effective and fun way to determine which couple is eliminated, having enjoyed similar exercises in games like Mafia and Secret Hitler. In later playtests, we may explore the option of giving every couple the opportunity to explicitly “plead their case” as to why they shouldn’t be eliminated.

About the author

Leave a Reply

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