Short Exercise: What do Prototypes Prototype? – Amelia

  1. Do players feel included and engaged the whole time?

In successful social games, everyone feels like they are part of the game experience and everyone openly contributes to the group. If players feel left out or bored while playing, the game loses momentum and engagement. Thus, we need to ensure that all players remain engaged throughout the game to create a fun and social experience. I would create a simplified version of the game with two decks of cards (one for the words and one for the theme of the story). Within these cards, I would play around with different story themes and words to see which ones kept players the most engaged. I would test these with a diverse group of people and analyze those that remain the quietest throughout the game to better gauge what the game is lacking. I think the speakers will always be engaged because they have to be the ones to tell the story. Guessers will stay engaged if the storyteller is entertaining or the words are juicy/funny enough. Players might start zoning out if the rounds are too long or if the words are too complicated, so it would be helpful to add a time limit or other little interaction points to maintain energy. 

  1. Are the rules clear and easy to remember?

If players can’t easily grasp the rules, especially in a social game, they’ll feel confused or hesitant to jump in. This slows down the energy of the game and makes it feel less fun. A clear set of rules helps people focus on the fun aspects (bluffing, creative storytelling, etc.) instead of getting stuck on mechanics. Simple, concise, and memorable rules make the game experience more enjoyable and accessible for ALL players, thus making it easier for players to explain the game to new people. As a prototype, I would again use the simple card deck. Instead of explaining the rules to the players myself, I would hand them the rules on a piece of paper and see how well they can understand/pick up the game. In moments they get confused, I would note it and continue iterating on the rules until it is intuitive. I think it would be beneficial to test multiple sets of rules with multiple groups to gauge the best way to explain the rules. I predict that players will probably remember the core idea (tell a story using a secret word to get points, others guess it), but may get tripped up on smaller mechanics. For example, how points are scored and how the game is timed. In general, I think these are always the most confusing part of the game, so we need to ensure that these are written out clearly for a smooth experience.

  1. Does the game naturally encourage collaboration in ways that get players actively working together to figure out the hidden word, rather than just competing individually?

In the bluffing and social game that we are creating, our goal is to create an experience where all players engage with each other and enjoy working/learning about one another, even if they are competing. If collaboration feels natural, the game becomes less about individual victory and more about shared fun and group dynamics. I would test the game with a group of players, paying attention to how often and in what ways they interact. Are they sharing their suspicions or keeping them to themselves? Reacting to each other’s guesses? Helping one another narrow down options? We could even add timed rounds where everyone must discuss before guessing or team-based play for part of the game to see if that encourages social interaction. My guess is that players will be more willing to collaborate if they are given the ability to guess the word together. The game will feel more like a team effort if they’re bouncing ideas off each other rather than individually guessing.

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