Short Exercise: What do Prototypes Prototype? – Tesvara Jiang

1. Is this game fair? How does our scoring system balance skill and luck so that people can feel engaged?
– This is important because it challenges us to make a game that is scored equitably and has a good balance between skill and luck. A good balance allows people to have skin in the game and feel connected by improving through each consecutive play.
– We can prototype this by testing out different scoring systems, and how they cause the game to run by running 2-3 rounds.
– We can know how this turns out by seeing metrics like how fast these systems cause the game to end, and whether players feel the competitiveness of the game.

2. How many players can we host while making sure everyone has a good experience?
– This is important because it challenges us to decide how many cards/ routes/ outcomes that can be possible so that a certain number of players can have a good time. If we do not consider how many players can effectively play our game, than possibly, we can allow too many players and have too few outcomes, reducing the quality of the game for all of the players. For example, there is a reason why not 20 people can play the same poker game at one time.
– We can prototype this by running multiple test sessions with different group sizes.
– It will be easy to recruit players from out class members and team members, and we can see outcome based on player’s engagement and experience that they recount to us.

3. How can we make the game re-playable over many sessions?
– This is important because it challenges us to make sure that the game factors in human input in a way that makes each consecutive game a unique experience for the player. Oftentimes, if there is not a good game design, then each consecutive play becomes more and more boring because the game can be predicted.
– We can test multiple games with the same group, and if the experience becomes monotone, we can add more intricacy to the game.
– I believe that as long as we allow enough things up to chance, and make good use of player input, we can create a game that is different over all sessions. So, we will try not to make a too rigid game.

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