What do Prototypes Prototype: Bare to Share

  1. How can we optimize the bidding system? And in particular, how can we do it in a way that enhances competitiveness without causing player frustration?
  • We want the bidding system to be a key part of “Bare to share” since it’s essential for driving the game’s competitive edge. It needs to be challenging enough to stimulate strategic play but not so unforgiving/complicated that it alienates players or makes the game feel unfair. Also, we don’t want players to be able to abuse the system (for instance there’s always going to be that one player who is down to answer any question, so maybe some sort of check against that in a natural way).
  • A role prototype would be best suited here. We could simulate various bidding scenarios within the game to observe/analyze the players interactions that follow the bidding period. Also it’ll be useful to see how it influences their decision-making processes, and even just how they emotionally react to the bidding (frustrated, extremely engaged, passive). The role prototype will help us finetune this period to make it genuinely important and fun at the same time..
  • Honestly I think if we can implement a well-balanced bidding system, it’ll encourage players to take calculated risks and engage more deeply with the game. I feel like without this mechanic, then players have essentially no incentive to answer harder/edgy questions since there’s no reward (and then it just becomes like every other get-to-know-you game). Also it should lead to a much more competitive space, which should heighten excitement and replayability. Prototyping might reveal a need for adjustable difficulty in the bidding process to accommodate different player skill levels/preferences, so we’ll work through it and optimize it over time.
  1. What kinds of questions are fostering the most engagement and positive social interaction among players?
  • This is probably the most important question we have to answer. Our game hinges on players’ willingness to engage with the questions. The right mix of questions can turn an ordinary game session into a memorable and enjoyable experience, deepening connections among players and encouraging future play. And obviously boring/run of the mill questions can easily make this game a “play once and stash” game.
  • A look and feel prototype should be employed to test different question sets. This prototype would focus on how players react emotionally to the questions. Things like gasps, excitement, and especially a healthy amount of nervousness are going to be things we’re looking for. It’s also important to measure these emotions across different categories of questions (humorous, personal, love, etc) 
  • I expect that different questions will cater to different personalities and group dynamics, but all together should lead to lively discussions and laughter. I think if we execute the “spicier” more intense questions well, then the overall experience should be fun and enjoyable for our target audience.
  1. What is the impact of the bluff option, and does it effectively increase strategic depth/player engagement?
  • The bluff option introduces a psychological element to the game, which gives players a chance to get strategic since they can be a little defensive now. A big goal of our team’s is to make a get-to-know-you game that isn’t just about answering questions, but also has a competitive component, and so we want players to have an outlet to be creative/strategic
  • An integration prototype would be great here. We could make this prototype to incorporate the bluff option within the full game context to assess its influence on the game flow, player decision-making, and overall enjoyment. Ideally, we’ll be able to assess not only how fun and balanced it is for the active player to start bluffing, but how fair and enjoyable it is on the receiving end for the rest of the players (we don’t want the game to become just a web of bluffs and lies and then lose its essence of genuinely getting to know players)
  • Using an integration prototype, I think we’ll see that the bluff option will add a thrilling strategic touch to the game, enhancing player interaction and the competitive atmosphere. The prototype testing may lead to refinements, such as adjusting the risk and reward balance of the bluff option, to ensure it contributes positively to the game experience without dominating the gameplay. Ideally it should be smaller. secondary mechanic that when used right and appropriately, enriches the gameplay with some extra deception and suspense. 

 

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