- Will the game be stimulating enough to play for multiple rounds?
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- If players lose interest after the first round, the game won’t have long-term appeal. Players need enough challenge and deception for the game to be fun.
- Play a round of the game. In between each round, ask players if they had fun and whether or not they would be willing to play another round. If they say yes, continue playing. See how long until they stop wanting to play. If they say no, ask why.
- I’m guessing that players will get sick of the game after 2-3 turns. There currently aren’t enough mechanics to the game that make it complex enough for it to be interesting.
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- What kind of drawing themes would work best for multiple turns, and also prevent the spy from guessing too quickly?
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- If themes are too easy or common to draw, the “spy” will be able to guess within the first three rounds. But it also can’t be too difficult where it’s impossible for the “spy” to guess and it’s too hard for the players to draw. We need to find the perfect sweet spot in the middle.
- We can generate a list of 5-10 drawing themes, of varying difficulties. We can ask testers to rate how difficult each theme is to gauge their level of drawing. Next, we will ask them to draw each theme with our stroke limitation. From there we can see how many “strokes” it takes them to draw the object, and also how difficult it is to guess.
- My guess is that nouns will be easier to draw (i.e. castle, lion, etc.), but actions would be slightly more difficult.
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- What types of drawing strokes could maintain the ambiguity of the drawing?
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- We must define the limitation of each player’s turn so they can’t just draw the entire drawing in one turn.
- We can test this out by limiting users by time, by stroke, or by shapes.
- My guess is that limiting by shapes will be the easiest for users to understand and maintain ambiguity.