Short Exercise: What do Prototypes Prototype – Mai Mostafa

Our game, name tentative, is a kind of cooking builder competition game that involves unique roles, powerups, and sabotage mechanics. We are still discussing what this looks like and how this is implemented, but really these are the core ideas around our game for P1.

1. How much sabotage is too much sabotage?

  • Why it matters: There’s a very fine line between fun chaos and absolute anarchy. If rules can be overthrown too regularly via “sabotage” then the game loses its appeal.
  • Prototype: because this is likely going to be a card/tokens kind of game, we could prototype different cards that could be used to sabotage others, and see which ones people feel are too unfair
  • Prediction: Sabotage is fun in reasonable amounts, it’s also more fun when you have the ability to counterattack. I feel people will enjoy sabotage much more when there’s a sort of back and forth that can be had regarding it rather than it being inescapable.

2. Do players feel that the roles given create meaningful difference?

  • Why it matters: Roles are cute! But they also should be serving a purpose. The powerups each character has should be balanced amongst all characters, however should still involve a meaningful difference between them that leads each individual to approach the game in a different way, making it more interesting.
  • Prototype: So many characters. Like seriously make so many. Give them different powerups, play around with any flaws or difficulties the character might have, more variation means the generation of more good ideas for these roles, and those can then be used during testing to see which characters players feel most serve a purpose, which combinations of characters work the best, etc.
  • Prediction: Uniqueness is the keyword here, I feel players will enjoy it the most when each character has near nothing in common in terms of their abilities. Maybe even have characters who impact specific other characters in the deck to make the group dynamic more interesting.

3.  How does The Poisoner impact other players?

  • Why it matters: Tentatively we’re discussing a hidden poisoner role amongst the characters, to add an element of bluffing into the mix. This is something we think could be fun if implemented properly, but this runs the risk of overcomplicating the game and changing the entire play dynamic.
  • Prototype: Try playing with The Poisoner role and see how it changes how the players engaged with the game. If we feel the game is better without, or that it can be iterated upon to make it a meaningful addition to the game, we will act accordingly.
  • Prediction: I feel that The Poisoner role could overcomplicate this game and make it less fun for players, as it kind of overrides initial roles given. If one unique role is hidden then all roles should be, so we will see if they want the roles to be known or if they prefer the secrecy.

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