My questions and comments are as follows:
- How can we ensure that players want to continue playing the game? How can we give players a feeling of progression as they continue to play? This is an important question because it will determine how well we are able to interest players and make them feel as if they have benefitted from playing it. We can construct a simple implementation prototype with draft versions of each set of cards, allowing us to test the game and see whether it remains engaging over an extended period. My guess is that we will need to fine-tune the contents of both the relationship and dealbreaker cards, eliminating repetitive or uninspiring examples in favor of more interesting ones.
- How is the objective of the game defined? How will we track which players are closest to the objective?
This is an important question because as of now, our game uses a point system and awards points based on communal decisions, and there will need to be a mechanism for which players get points and when. We can construct a role prototype with stand-ins for the cards where we simulate the winning of a round and the awarding of points. My guess is that players will find our current system unintuitive, and we will have to include an individual element to the guessing in order to
- How should the cards be designed visually? To what extent should we include graphics or other visual elements to complement the text? This is an important question because answering it determines the aesthetic of the game and the aesthetic that gamers will interact with as they play. We can make a look-and-feel prototype, creating sketches of the designs of the cards to see if players find them appealing. My guess is that players will go for a more minimalistic aesthetic, rather than one that has more drawings or adornments, allowing them to focus more on their discussions.

