1. How much downtime do people experience each round?
If we want to make a team vs team game, there will be times when you are not able to act, either because it’s your teammate’s turn or you are out of options. We want to ensure that downtime is as low as possible so that the users stay engaged. We can make it so that the prototype requires turn based systems for each team member and we can experiment with different time limits for each member’s actions. We can then follow up with questionnaires about their enjoyment of each round. I think that the users will like quick turns so that they are kept constantly engaged. However, if the turns are too quick, the user will get bored as they don’t have enough time to express their goals.
2. How unique do different runs of the game feel?
I want to make a game that’s replayable. To ensure that people keep coming back to my game, every experience needs to be unique to each other. Not enough the user has to learn a new set of mechanics, but avoids monotony. I would make a prototype which has enough variance through random prompts so that users can have a distinct experience every time they play it. We will make the users play multiple rounds. I think that by introducing randomness, we can make the game unique each round without changing the base mechanics.
3. Where can users show their skill expression?
I want to make it so that users can continuously improve at the game through learning. To ensure this is a fun experience, they should be given a way to express their skills. I will make it so the user has to play multiple rounds of the game. Between each round, I will make them fill up a questionnaire describing their strategy that round. I think that each player will develop their own strategies as they play the game due to its competitive nature and clear win conditions.

