We are making a twister plus charades type game where the core of it is charades except players all spin a board in the beginning to determine what special limitations they have to face during play (ie. one arm only, blind folded, no speaking, etc)
How do different limitations affect the difficulty and enjoyment of charades?
- Importance: Identifying the balance between challenging yet fun limitations and those that may be too frustrating is essential to ensure the game remains engaging and accessible to all players.
- Prototype Type: A basic gameplay prototype that incorporates a variety of limitations, such as being blindfolded or not being able to speak. We would try out different sets of limitations to better gauge players’ reactions, difficulty ratings, and enjoyment levels. We will be observing each play and collect feedbacks.
- Prediction: Limitations that require physical restrictions (e.g., one arm only) might be seen as challenging but fun, whereas sensory restrictions (e.g., blindfolded) could increase difficulty and potentially reduce enjoyment if not balanced properly.
How do players respond to team versus solo play modes in the context of this game?
- Importance: Understanding whether players prefer competing as individuals or in teams can help tailor the game to foster either competitive or cooperative play, influencing how the game is marketed and further developed.
- Prototype Type: A prototype that allows for both solo and team play. We would have different rounds where we can set a condition on the players at play and see in rounds of solo vs co-op which garnered more enthusiasm. Feedback will be collected on player preferences, enjoyment, and perceived social interaction in both modes.
- Prediction: Team play will likely be preferred, as the cooperative aspect can lead to humorous and shared memorable moments, enhancing the social experience of the game.
How do the different limitations impact the ability of players to correctly guess charades?
- Importance: It’s crucial to understand how various limitations impact the core gameplay of charades. If certain limitations make it too hard to perform or guess charades, they may need to be adjusted or removed.
- Prototype Type: A prototype with a randomized limitation spinner, and a scoring system to track how often players can successfully guess the charades under different limitations.
- Prediction: I suspect that limitations affecting verbal communication (e.g., no speaking) will be challenging but won’t significantly hinder the ability to guess charades, while sensory limitations (e.g., blindfolded) might make performing and guessing significantly harder, potentially needing adjustment for balance.
Does the game maintain its appeal across a wide range of age groups?
- Importance: Ensuring the game is enjoyable for a broad audience can increase its marketability and the likelihood of it being played at mixed-age gatherings, making it a more versatile product.
- Prototype Type: Playtesting sessions organized with groups of different ages, including children, teenagers, adults, and seniors, to evaluate the game’s appeal and accessibility across age groups. We may even try out mixed groups (ie. families) to see if this game is suitable for all ages.
- Prediction: The game will be most popular among children and teenagers due to the physical and playful nature of the limitations, but with the right choice of limitations, it could also appeal to adults and seniors looking for a light-hearted, social game with family.