Short ex. Prototypes – Maya

How might we design the prompts such that the game actually work with everyone’s household items?
1. This is important to answer because if we create a game where no one is able to stack anything, then no one will play it.
2. I think we will have to do experiential playing in the setting with the entire prototype in order to answer this question. For each prompt, we will need to think of at least 5 different stackable household items that might apply to it
3. I think it will be the most tedious part of the design, but once it is perfect, the rest of the game will fall into place.


Should we hold the finding and stacking to a time limit or just the finding so that people can stack as carefully as possible?
1. This will also contribute to the playability vs. maximum fun trade-off. We definitely want to add time limits to our game in order to make it fast-paced, fu,n and challenging. But the exact parameters of the timing will have repercussions on the playability of the game.
2. Once again we will specify all the different ways we could time the game and do some playing with our prototype to decide which version balances the tradeoff the best
3. I think that we will end up keeping a time limit just to find the item, because of the potential variation in items. I think it would give rise to people finding some pretty creative ways to stack, which will make the game last longer and get more and more high stakes

What are the affordances and benefits of a virtual card/verification approach versus a physical card game?
1. I think virtual versus physical is always a very relevant debate for games that are social and meant for party/social settings. For our project, our decision on these aspects will boil down to how we want to deal with accessibility, ease of play, and ease of updating.
2. I think we will make a small maybe 10-card physical version first to get a sense of whether the features will translate well to digital. If we think it will lend well to the digital version, I think we will build a bland version on mobile and test that.
3. I see it working both ways so really not sure, I think it will depend on what kind of time we have to implement it. But I am leaning towards mobile so that you can play it anywhere!

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