Artists’ Statement
Pssssst! Wanna hear a secret? We love gossip. We hope you do too, because we made a game about it. Experience all the fun of relaying the latest scoop to your network without real people’s secrets and feelings on the line … It’s drama without the drama!
At Nineteen Inc, it turns out each of the employees secretly loves one person and hates one other person. The Boss has put them up to figuring out the complex web of passion within the office in order to prove their skills of deduction, communication, and manipulation and earn the promotion to branch manager.
Rumors is a new social deduction game designed to challenge your skills of deception, collaboration, and strategy. We found that a lot of social deduction games simply sort players into two camps: the earnest and the mischievous. We really wanted players to have to balance both helping and misleading different audiences; the scoring system enforces that dynamic and sparks fellowship, encourages discovery, and challenges players’ modes of communication.
Whether you want to test just how aligned you are with your closest friends or just need to break the ice, Rumors is perfect for any group that wants to gasp and laugh and gossip.
Concept Map + Idea Exploration
From the start of our ideation, a few themes emerged: some of the most notable were hiding and lying, cooperation, and not knowing with whom you should be doing which. We decided pretty quickly that we wanted to make a social deduction game. The exact concept came pretty quickly from this deception-cooperation dichotomy. What if you are supposed to lie to one player and help one player? We designed Rumors to facilitate this question.
Initial Decisions about Formal Elements and Values:
In the very first iteration of Rumors, the formal elements were as follows:
- Players: To facilitate testing within our team, we decided to design the game for 3 players and 1 moderator where players compete against each other to score the most points.
- Objective: Each player’s objective is to score the most points based on earning 2 points for relationships they guess correctly, 1 point for each relationship the person they love guesses correctly, and losing 1 point for each relationship the person they hate guesses correctly. In order to complete the objective, one must rely on strategery and outwit in order to deduce correct information based on others’ behavior and actions. In this version, every player is related to all other players.
- Outcomes: Rumors is a zero-sum game with one winner. To reach this outcome, once all relationships on the gameboard have been guessed, the actual relationships will be revealed and players’ score will be tallied. Whoever has the highest score wins!
- Procedure: The game proceeds by turns. On a player’s turn, they can either spread a rumor (a possibly true, possibly false message) about a relationship, or they can make a guess about any of the n(n – 1) relationships in the network by placing a guess card face down on that edge in the board of the fully connected network (below is an n = 4 version of what that board looked like). Each relationship can only be guessed once. Once each relationship has been guessed, the game ends and scoring begins.
- Rules: In order to facilitate progression in the gameplay and avoid a stalemate, players are required to either spread a rumor or make a guess in each turn. The scoring mechanism stated earlier allows the outcome to be decided at the end of the game. Although there are no explicit penalties, if the player that you hate does well, your score is indirectly penalized.
- Resources: At the beginning, all players have knowledge of who they love and hate. Through turns, players receive more information (the key resource) by receiving rumors about relationships and observing how other players are reacting.
- Boundaries: The endpoint is reached when all relationships have been guessed. In addition, interactions are limited to rumor passing and relationship guessing in players’ turns.
Mechanic | Dynamic | Aesthetic |
Having an assigned player that you love in the game whose performance positively affects your score. | Players are inclined to tell truthful information to the player that they love and establish this relationship early on in order to maximize trust and benefit. | Players feel fellowship from knowing that there’s a player that they can trust throughout the game who wants them to do well, instead of having to form temporary alliances that easily fall apart. |
Having an assigned player that you hate in the game whose performance negatively affects your score.
If players roll an even number, they can gossip with another employee and receive a truthful hint about said employee’s relationships. |
Players are inclined to tell false information to the player that they hate in order to sabotage their guesses.
Players who do not have a love/hate relationship with each other can still interact in the game to gain information about the broader social network. |
Players feel narrative from being able to interact with all players differently depending on their relationship to them. |
Using “laptops” game pieces to keep track of notes and guesses throughout the game. | Players’ tracking of information in each round reflects the game’s core dynamic of investigating and uncovering hidden workplace relationships. | Players feel fantasy from playing a game with a cohesive theme, with game pieces designed to immerse them in the experience of navigating office gossip and hidden relationships. |
Rumor cards contain true/false information on relationships between players. | Players are uncertain about what information they can use to deduce and make correct guesses, which may become more complicated as more rounds go on. | Players feel challenge from the frustration of not knowing which rumors contain truthful information. |
We wanted to identify the values that we hoped to instill in our game early, so we could ensure we were always making design decisions that promoted them.
Values | Description |
Strategy | The abundance of choice in the game — what rumor to spread, who to send it to — as well as diverse possibilities for scoring gives ample opportunity for strategy. |
Social Deduction | Reading people’s expressions and behaviors and deciding who you can trust is key to making sense of the many contradicting data points. |
Collaboration | Players are encouraged to collaborate with the person they are assigned to love, building alliances while uncovering other hidden relationships. |
Amusement | The silliness of the extreme love/hate relationships projected onto friends, the unexpectedness of hearing a lie circulate about your relationships, the “trust me, bro” of it all is entertaining and hilarious. |
Testing and Iteration History
We conducted 8 formal playtests, including some within our team and some without. For each playtest, we made note of what worked and what didn’t—both as indicated in formal feedback collection and as observed from players’ behavior—and ideated changes to future iterations to resolve the shortcomings and accentuate the successes.
Playtest 1 – April 13
Participants: Moderated by one member of the group and played by the other three.
What worked |
|
What didn’t work |
|
Changes to future iterations |
|
Playtest 2 – April 15
Participants: Moderated by one group member and played by four classmates.
What worked |
|
What didn’t work |
|
Changes to future iterations |
|
Playtest 3 – April 17
Participants: Moderated by one group member and played by four classmates.
What worked |
|
What didn’t work |
|
Changes to future iterations |
|
Playtest 4 – April 18
Participants: Moderated by one group member and played by five classmates.
What worked |
|
What didn’t work |
|
Changes to future iterations |
|
Playtest 5 and 6 – April 21, April 22
Participants: Moderated by one group member and played by four players.
What worked |
|
What didn’t work |
|
Changes to future iterations |
|
Playtest 7 – April 23
Participants: Moderated by the computer program and played by four group members.
What worked |
|
What didn’t work |
|
Changes to future iterations |
|
Playtest 8 – April 24
Participants: Moderated by one classmate and played by four other classmates.
What worked |
|
What didn’t work |
|
Changes to future iterations |
|
Final Prototype
Figma with box art and design history:
Print-n-Play:
https://drive.google.com/file/d/1nUJByGJqguOKFPTLBJ4260A6M_0os1Gl/view?usp=share_link
Final Playtest
https://www.youtube.com/watch?v=EJ9VZsgO4rQ
Potential Extensions
During our last playthrough, when players were introduced to “laptops” that functioned as game pieces for note taking and making guesses, they immediately began drawing on the back of them. Noticing players’ natural desire to customize game pieces, we feel that it’d be worthwhile to expand the customization aspect in our game. Although the Rumors is only intended for four players, we created additional employee badges with more diverse icons and colors to better allow players in choosing a badge that they feel best represents them. It would also be interesting to create laptop stickers to further facilitate customization.
Throughout our playtests, players reported varying degrees of difficulty with information recording and processing throughout the game. As a result, we feel that Rumors can also benefit in updated game piece designs that require less handwriting. In particular, tokens, movable markers, or simple “pop-and-click” mechanisms can be used for assigning and guessing relationships instead of writing everything by hand, which can be extremely inaccessible to players with dexterity issues. Because information is the key resource in this game, we may also explore reducing game mechanisms (thus the information overload) and provide example strategies to players.
Lastly, we may also explore the option of a reduced-moderator version of the game after setup. In this variant, we would allow players to draw cards to determine their own relationships and rely on player honesty in hint giving. Since much of the moderator’s role involves assigning relationships and verifying hints, reducing these responsibilities could make the experience more enjoyable and accessible for everyone.