P1 Rumors — Team 19

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
  • Moderator and players laughed at the silly rumors about relationships within our group of acquaintances and teammates.  
  • People were spreading both true and false information.
What didn’t work
  • Rumor formats were nonstandard so some rumors communicated more information than others while others were confusing.
  • Because there were limited point scoring opportunities, players rushed to make guesses rather than spread rumors.
  • It was hard to fit guesses on the board and confusing who had made each guess.
  • People were more inclined to “guess” their own relationships than others’ relationships. If all players put their own relationships on the board, the game ends. That was not what we designed the game for.
  • There was not enough dynamics with only three players, because each player ended up being connected to every other player (loving one and hating another).
Changes to future iterations
  • Instead of having a public board where people take up slots to make guesses, we ask each player to guess the entire network. 
  • Rumors should be standardized in the format “X loves/hates Y”. On the back of each rumor card, there are “from” and “to” fields for players to fill out, so that everyone can keep track.
  • We should have at least four players in a game, possibly between 4 and 10 players. For n players, each player needs to figure out 2(n-1) relationships. At the start of the game, players have no information about others’ relationships. Even when they receive a rumor, they cannot tell whether the sender shared it to help them or to mislead them. To address this, we introduced an extra rule: once per game, a player may choose not to spread a rumor and instead verify one relationship with the moderator. 
  • Since there are only four of us on the team and an additional moderator is required to playtest, we created a simple computer program to serve as the moderator in case there are not enough human players.

 

Playtest 2 – April 15

Participants: Moderated by one group member and played by four classmates.

What worked
  • Players were pretty engaged.
  • Players naturally developed strategies (e.g., helping the person they loved make good guesses, lying to other players).
  • Players made subtle signals to communicate. 
What didn’t work
  • Players were still unclear what should be passed; some broke the rumor format.
  • Individual rumor-passing turns felt slow and unengaging.
  • Players didn’t have enough time to process information at the end of each round.
Changes to future iterations
  • Discussion should be off while passing rumors. 
  • Each player writes their rumor down, then they all pass them at the same time.
  • There should be an explicit open discussion period. 
  • Players need notecards to write down their thoughts.

 

Playtest 3 – April 17

Participants: Moderated by one group member and played by four classmates.

What worked
  • Players quickly understood the rules after initial clarification.
  • Most players developed clear strategies by the second round and passed rumors with intent.
  • Players did use the confirmation mechanic.
  • Players provided positive feedback about the game’s overall enjoyment.
What didn’t work
  • Because of the simultaneous rumor passing, players even missed rumors passed to them or misunderstood who passed to whom. 
  • There was no clear distinction between rounds, leading to players advancing at different paces.
  • Point tallying at the end was time-consuming and felt mechanical. 
Changes to future iterations
  • The original model of passing rumors in sequence rather than all at once was better for reduced chaos and allowing others to better observe the flow of information.
  • Structured discussion periods should be enforced so that more information is shared and there are more social interactions.
  • The true information should be revealed relationship by relationship at the end to create a dramatic reveal.

 

Playtest 4 – April 18

Participants: Moderated by one group member and played by five classmates.

What worked
  • Players who had previous experience with the game were able to strategize from the beginning.
  • The new relationship matrix made it easier for the moderator to check relationships.
What didn’t work
  • Players who didn’t know each other had a hard time remembering others’ names.
  • Players were quiet and introverted, leading to very little discussion or social interaction.
  • One player who was neither loved or hated felt isolated from the game.
  • A player misunderstood how to use the new matrix, confusing rows and columns.
  • The new forwarding rumor mechanic confused players, possibly complicating the dynamics even more.
  • Five players allowed for too many possibilities, making the game more difficult.
  • Not all players used the confirmation mechanic, which was meant to help them verify who was trustworthy and who was not. 
  • Players in the first round didn’t have any outside information to spread, except by revealing their own relationships to the person they love, making it obvious to all players.
Changes to future iterations
  • Printed name tags with player color and number are necessary.
  • We should limit the game to 4 players plus 1 moderator for now to reduce information overload.
  • We are getting rid of the forwarding mechanic; if players want to forward a rumor, they can replicate the content and send it themselves.
  • We should use the old list of relationship facts instead of the matrix to minimize effort for players.
  • The moderator should pick the relationships to ensure no one is left unrelated to anyone (up until this point, players had decided their relationships).
  • We decided to add the office premise more fully immerse players: The boss needs to select a new HR director from among the employees and decides to test their social deduction skills through this game!
  • The moderator should leak some information at the beginning of the game so that players in the first round have material to bluff about. We designed a new mechanic where a “lucky employee” is secretly selected and given an extra piece of information, allowing players to pretend to be the lucky employee and spread false information.
  • There needs to be more definitive information circulating. We introduced dice rolling: players have a chance to receive a hint in the form of “X loves/hates Y or Z”, but there is also a risk that they must reveal a hint about themselves.

 

Playtest 5 and 6 – April 21, April 22

Participants: Moderated by one group member and played by four players.

What worked
  • Players stayed focused and were actively thinking. No player was left isolated.
  • Players consistently rolled the dice every time, showing engagement with the new hint mechanic.
  • Players actively took notes and often drew graphs when provided with paper.
What didn’t work
  • Inventing clues was nontrivial and arbitrary; it was hard for the moderator to keep track of the hints given or to avoid redundant information.
  • One player thought it was unclear that each player has one confirmation per game.
  • There was still little talking among players.
  • Players believed there might be too much information (or too many rounds), and the game felt quite slow.
  • Players felt like they had no incentive to speak during discussion because they might get one point if they convince the person they love of something, but that person will get two points
Changes to future iterations
  • We added a timer to speed up turns.
  • The confirmation mechanic was removed, since we already have the hint mechanic through dice rolling.
  • We should let the player choose whose hint they want. This makes the moderator’s job easier and allows players to get more useful information.
  • For four players, we should limit the number of rounds to four to reduce information overload.
  • We should enforce that rumors are read aloud during the discussion period at the end of each round to prompt conversation.
  • We need to rebalance the point system to provide stronger incentives for players to share information.

 

Playtest 7 – April 23

Participants: Moderated by the computer program and played by four group members.

What worked
  • The redesigned point system worked well. Players had equal motivation to help the person they loved and to confuse the person they hated. 
  • The restructured dice rolling mechanic also worked well. Players chose to roll the die in some rounds and not in others, showing careful and thoughtful decision-making.
  • The new hint format was useful for the player who rolled. They could obtain valuable information about a specific player if they were willing to take the risk. 
  • The rumors-reading was key; the discussion period was full of laughter, bluffing, and accusations.
What didn’t work
  • It was hard for players to remember who sent each rumor card.
Changes to future iterations
  • We need to use the colored version for the backs of the rumor cards to differentiate between players, making it easier for others to observe. 

 

Playtest 8 – April 24

Participants: Moderated by one classmate and played by four other classmates.

What worked
  • Having employees (players) and the boss (moderator) read separate rule sets helped them understand their roles better.
  • Players showed strategic thinking by deciding whether to roll for hints and by intentionally sending misinformation.
  • Players engaged in social deduction activities, such as being suspicious of the “lucky employee” claim.
  • Moderator responsibilities became easier and more streamlined as the game progressed.
  • Players actively tracked their points, showing self-management without needing heavy moderator intervention.
What didn’t work
  • Players often found the beginning of the game overwhelming due to the volume of auditory information.
Changes to future iterations
  • We should make rumor cards larger to make them easier to read and manage.
  • In the rule sets, we should clarify upfront whether the lucky employee is required to reveal their status or can lie about it as part of strategy.
  • Players should be encouraged to announce rolls verbally to make round structure clearer.

 

Final Prototype

Figma with box art and design history:

https://www.figma.com/design/tbmxnF9tTRo6yKxUFjhy2c/CS-247G-Team-19-P1-Final-Delivery?node-id=224-16778&t=mzGC1tx72ueFUbRw-1

 

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.

About the author

Leave a Reply

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