Short Exercise: What do Prototypes Prototype?

  1. How comfortable (and willing) are players with making sounds when playing card games in an awkward social environment?
    • This is important because it tests whether the stakes of winning and having fun are worth them making awkward sounds. Does embarrassment play a heavier role? Would awkward sounds and noises make the players feel even more awkward? Or would it make them feel closer and more comfortable? Our game may be a rendition on “Duck, Duck, Goose,” where a twist would require honking or quacking. 
    • Prototype: Recruiting strangers or near strangers to play a short game where they take turns pulling cards and adding to the pile one at a time. When there is a card for making an animal/car/explosion/imitation sound, we will observe how willing/quick others are at making that sound. (whoever makes the sound first get a point) 
    • I guess that people will generally be willing to make sounds that are more fitting to social norms like barking or humming. However, sounds like fart noises or hacking phlegm would probably have lower numbers of people attempting to win the round. 
  2. Which physical challenges are too constraining, just perfect, or not hard enough for games where people have to compete to be the first to grab an object? 
    • In our rendition of “Duck, Duck, Goose,” a mechanic may be winning by grabbing the goose egg in the middle of the circle. This prototype would help us better gauge which physical challenges (as punishments for losing a certain round), would be the best balance between challenging the player vs. discouraging the player. 
    • Prototype: Explain to the player that they are allowed to quit the game when they feel like it. Have the players sit/stand in a circle with a ball in the middle. Play a song and when the song stops, whoever grabs it first wins. 
      • Potential limitations to test: closing one eye, one hand behind back, standing on one leg, keep ankles crossed… etc 
    • I guess that physical challenges that constrain their arms (for grabbing the ball) would cause players to quit the earliest in the game. 
  3. Are players willing to play a game that involves running/chasing in an indoors space?
    • Card games are usually played in tighter circles – generally around tables or in a circle on the floor. This prototype tests whether people are willing to get up to run around the game area even in tight spaces, or whether they are proactive in choosing a space that allows them to engage in the chasing without worry. 
    • Prototype: players sit in a circle on the floor or around a table. They go around the circle, each drawing one card and putting it in the pile. When a player draws the card “chaser,” they must chase the person directly across from them (make eye contact) and tag them out before they run a complete circle (going counter clockwise)
    • I predict that players will generally be willing to get up to chase the other person, but it is unlikely that they will actually run. It may be more of a speedy walk due to space. 

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