Brooke Ballhaus What do Prototypes Prototype?

Which roles create the most engaging decision-making during gameplay?

A player’s role defines their experience during gameplay, so it is important to include engaging roles. This could be tested with 7-10 role cards written onto cut pieces of printer paper, played across multiple rounds. I predict that the roles that get more information will be most fun.

 

Can players correctly execute the preamble phase (where information is first distributed) correctly after one explanation?

This tests what level of complexity is too much, as a confusing preamble makes the game difficult to play and unenjoyable (look and feel usability). This could be tested with a set of rules, one player reading them out, and a facilitator notating errors. I predict that players will make errors if the preamble is long and overly complex.

 

Do players enjoy the physical sensations of the voting artifacts?

This is an aesthetic sensation that we want to focus on, so surveying the most enjoyable artifact is important (look and feel sensory). We could test this with different forms of voting artifacts, trying things like cut up paper, cardboard, marbles, dried beans, etc. and surveying the players. I predict that something more physical than paper or cardboard, like a marble, will provide the most physical pleasure.

 

Is the win rate between good and evil roughly 50% across repeated games?

If the game is imbalanced, one team may feel disadvantaged from the outset and won’t be engaged (system/implementation). We could test this by running 10 playtests while keeping track of the winners. I predict that the evil team will win in smaller groups because of information asymmetry.

 

What number of rounds produces the most player engagement without causing fatigue?

This affects the integration of role and interaction and determines the pacing/experience of one game. We could test this with gameplays of differing round lengths (ranging from 3-7), and ask users about their experiences. I would predict that 4-5 rounds is the sweet spot between too quick and overly repetitive. 

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