Short Exercise: What do Prototypes Prototype?

1. Does using household objects for stacking create more engagement than using standard blocks?

  • Importance:
    This question is important because our stacking game  leverages the players’ own things for stacking. If this mechanic fails to engage, the game is just like any  other stacking games .
  • Prototype:
    I would create two versions, one using regular Jenga-style blocks and another using only household objects as described in the rules. I’d run multiple playtests to test this out.
  • Prediction:
    Players will find the household objects version more engaging and fun.  However, There may be instances  where certain objects are too difficult to stack, causing some frustration and annoyance.

2. Are the rules and card instructions clear enough for new players of all ages to understand?

  • Importance:
    We intend for our game to be played by all audiences. If players can’t quickly grasp the rules, the game risks may be too niche and cannot accommodate everyone.
  • Prototype:
    We’d produce a couple versions of the rulebook, then observe new players (children and adults) learning and playing the game with no outside help.
  • Prediction:
    Some confusion wilwill probably still occur within some card interactions, but most players will be able to start playing after reading the revised, simplified rulebook and seeing the new card clarifications.

3. Does the balance between Stack Cards and Strategy Cards keep the game active and competitive, or does it stall gameplay?

  • Importance:
    The mix of stacking and card need to be balanced in order for the game to be fun. Too many strategy cards could slow the game, while too few could make it repetitive.
  • Prototype:
    I’d create decks with different ratios of stack to strategy cards (e.g., 70/30, 50/50, 30/70) and run multiple rounds to see which mix keeps players most engaged.
  • Prediction:
    A higher ratio of stack cards (around 70/30) will keep the game moving and maintain the core stacking activity, while too many strategy cards will lead to stalling and less physical play.

 

4. Do the open-ended stacking prompts (e.g., “something blue”) work well across different play environments and player backgrounds?

  • Importance:
    The flexibility of prompts is meant to make the game adaptable and switch it up from time to time, but if prompts are too vague or too specific, they could cause confusion and just kill the vibe.
  • Prototype:
    I’d test the game in several different locations (homes, classrooms, outdoors) and with players from diverse backgrounds, noting any issues with interpretation.
  • Prediction:
    Most prompts will work well, but a few may need tweaking for clarity or inclusiveness (e.g., avoiding prompts that require items not everyone has access to).

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