- What kind of physical sensations would make this game fun for a group of people?
- Since my group is leaning towards games that bring people together through silliness, laughter, and physicality, this is an important question to consider for our prototype. Laughter helps relieve stress, and laughing with a group of people would bring them together through this shared physical experience. My guess is that games that involve spontaneous physical actions, perhaps by racing other players, may induce excitement or laughter over the game. We can create a prototype to help simulate this idea by incorporating a mechanic that causes people to scramble to grab a physical item in the game.
- Would a race-to-the-finish objective work with game mechanics that involve improvisation?
- My group is looking to combine different aspects of our favorite games into our prototype, such as the card mechanics in Uno with the improvisation aspect of Cards Against Humanity. I predict that depending on how we integrate this objective with the game mechanic, we can create an environment that brings people out of their shells through competition. We can create a prototype that would help test this idea by incorporating card prompts that encourage people to respond to them in order to drive the game forward.
- What’s the fastest and easiest way to relay the game rules to new players?
- In class the other day, my group played “Two Rooms and a Boom”, but found that learning all the rules was intimidating for new players. For our game prototype, we’re looking to incorporate concise instructions and clear visual demonstrations to onboard players as fast and painless as possible. I think that incorporating infographics or even comics into our prototype instructions would help new players learn the rules and jump into the game with ease.

