Among Us | Critical Play: Social Deduction

Introduction

Developed and published by Innersloth, Among Us is meant for anyone trying to engage in a playful game of “Whodunnit?” with others. Listed in the App Store as intended for ages 9+, Among Us provides users with the thrill of a murder mystery in an easy-to-play environment. Available on Android, iOS, Microsoft, Windows, Nintendo Switch, PlayStation, and XBox, Among Us is widely accessible and entertains users of all types. In this zero-sum game, either the crewmembers or the imposters win. The objective of the crewmembers is to complete all tasks and survive, or to successfully vote off the imposter/s. The objective of the imposters is to kill crewmembers until there are an equal number of impostors and crewmates alive.

Argument

Among Us is a dynamic, unilateral competition brimming with social deduction in all facets of its gameplay due to three standout mechanics: the fact that an unidentifiable imposter is hidden in plain sight among the crewmembers; the live-action nature of the game which necessitates that players constantly be vigilant and take note; and the ability for players to discuss and vote off crewmembers they find suspicious. As a result, two types of fun emerge: fellowship and competition.

Analysis

Unlike other social deduction games such as Mafia, Werewolf, or Secret Hitler where gameplay is structured by rounds/turns, Among Us continually engages the user due to the interactive map they must navigate through. As a result of this clever design decision, dynamic gameplay is fostered, as crewmembers must always be on the lookout for suspicious behavior to identify the secret imposter. Similarly, imposters must constantly be aware of their surroundings and engage in certain in-game dynamics such as only killing crewmembers when no one is around to witness their crime. This dynamic embodies the aesthetic of competition, as imposters are constantly trying to outwit crewmembers in order to conceal their own identity while simultaneously working towards their objective.

 

To combat this dynamic, one counter-dynamic that I engaged in as a crewmember was having a buddy who I’d always stick with to avoid being singled out and killed by an imposter. As evidenced by this strategy, fellowship is a natural byproduct of the game’s mechanics and dynamics.

Although Among Us boasts a player base of over 400 million users, I see areas in which the game could improve. For one, most tasks in the game are rather straightforward and are to be completed solo, which can become boring and repetitive over time. If Among Us expanded their task pool by adding tasks with greater complexity, then the game’s mechanics would be expanded, potentially giving rise to more dynamics and aesthetics. In addition, expanding the task pool could emphasize the game’s social deduction element even more. For example, if there was a task that required two players to collaborate concurrently, then this could bring forth new strategies to deduce who the imposter is/isn’t (ex. If you complete the task with someone, then you know they’re not the imposter; conversely, if someone you’re with doesn’t complete the task with you, then this could be labeled as suspicious behavior). 

And while the accessible, anyone-can-play nature of Among Us is part of what makes it so popular, I think the game could benefit from an optional matchmaking/ranking system where players are put into games with similarly-skilled players. When I was playtesting Among Us, I noticed that there were some players in the lobby who simply didn’t know what they were doing, were [un]intentional trolls, or randomly disconnected from the game. By implementing a matchmaking system, players of higher skill levels can play with similarly-skilled players, and players still trying to learn the game can be matched together, creating a more enjoyable experience for everyone. 

I also realized while playtesting the game that the “best” Among Us experience is one in which you are playing with friends, all hooked up to a voice call. When I played Among Us on my phone, I found it challenging during emergency meetings to type out valuable information in the allotted amount of time before voting began. Therefore, I might suggest that players are provided access to in-game voice chat in order to better facilitate inter-player communication.

Conclusion

Overall, Among Us is an incredibly fun game due to the aesthetics of fellowship and competition it fosters. As crewmembers who are collectively lost, anxiety-ridden, and eager to discover the hidden imposter among the crew, teamwork and collaboration are a natural and necessary part of achieving the crewmembers’ objective of voting off the imposter. In addition, there is an innate sense of competition in Among Us, as crewmembers don’t want to die early and imposters don’t want to reveal themselves. Whether crewmember or imposter, there is room for social deduction, fellowship, and competition for everyone.

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