Questions Game prototypes may answer:
- How are you shaping a user’s life, outside of the game?
- When designing a user-centered experience, one of the most important things a game developer must consider is what role they want the game to play in players’ lives (is this an escapist game or something that brings out someone’s specific qualities). Looking into how the interactive systems work with and for the user will improve the playing experience because we can make certain aspects of the game more generalized to fit the narrative we are pushing. To answer this question, I want to make a prototype that is playable between at least two players, so we can see how each of the players change before playing and after entering the playing experience. My prediction is that this practice will help us better shape how we want players to interact with not just the game, but others in the game and create an environment that users can escape into.
- How does the game push for communication between players?
- Communication is very important in social mediation games, because without social interaction, the game has a higher potential to breed awkward or quiet interactions. By thinking about the different communication methods that social mediation games have, we can think more creatively about how to develop our games. To answer this question of how the game will push for communication, I think making a small-yet working prototype that users can work with can help us see the pitfalls of the current direction of the game. By seeing how a small group of people work with the limited prototype, we can see whether there is a way to make sure everyone is included and not excluded. My prediction is that this practice will help us make a user-centered game where users can approach the game with not just understanding, but also have an easier time facilitating roles and communication amongst themselves.
- Would this be better in a different mode or layout? (e.g., should we make it cards instead, or a board game, etc.)
- Looking at different potential modes or layouts is important to answer very specific questions regarding the game’s visualization (e.g., how should we portray the game’s mechanics). To answer this question, I think I will try to have at least 5 different options for how simple or complex the game mechanics can be (e.g., should we have one deck of cards or two, or three? Should we incorporate different types of layouts like cards AND a board). Looking at these different options will help us think like the user and see which format best fits the needs of the game. My prediction of this practice is that drawing different outcomes will help reduce potential tunnel vision during the game design, because I feel like when I am focused on developing something, I may miss out on different layouts I hadn’t previously thought of. This practice will reduce the amount of post-development changes because the design at the beginning is very malleable.

