Short Exercise: What do Prototypes Prototype?

How important are aesthetics in this game?

  • This question is important to know whether to focus on creating a game that is fun to look at. If our game is moderately complex, having playing pieces that are nice to look at could help keep players engaged early on while they learn the ropes.
  • We could test out varying level of decorated cards.
  • My guess is that the prettier/more appealing the cards, the more people will like the game. I am not sure what the point of diminishing returns is though.

Is having a physical sensory component or some sort of tactile feedback important in this game?

  • We have been considering using cards, physical tiles, or 3d game pieces.
  • We could test out which type of piece make game play easier. Since this is meant to be a deception game, do certain physical pieces make it harder/easier to be deceptive.
  • My prediction is that people will get more satisfaction out of putting down cards, but people will likely find tiles or pieces more appealing to look at.

At what level does giving players a peek into the other person’s role be too much?

  • We discussed having a card/token that lets you look at another players role. Would this make the game end too early?
  • We could try out differing levels of cards. One could let you look at the person’s role. One could let you look at one of someone’s cards. Maybe someone has their role in their hand as a card, and when you randomly pick a card you have a chance of uncovering their role.
  • My prediction is letting someone look directly at someone’s role would make the game end too early.

 

 

About the author

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.