What do Prototypes Prototype?

For our game, which we anticipate being a blend of Capture the Flag and Werewolf, we anticipate our game prototype answering a few major questions:

1. How many people are optimal for each of the teams?

There is really no way to know what the team dynamics should be until we playtest our game. I anticipate this being important because it will make or break how interesting the third team (spies) are to the overall game. To answer this question, I think the only way would be to actually play the game and get a real-time feel for it. I anticipate the game needing at least 10 people and no more than 30, with 1 in every 5 people being a spy.

2. Should there be a time limit on the game?

Regular capture the flag has the option of adding a timer, but I’m not sure what a timer might do for our playtest. Perhaps the addition of a timer could speed up the gameplay, but it could also make it harder to actually win. I anticipate adding a timer may not be a good idea, but if we were to add one I would estimate 10 minutes to make it interesting.

3. Should there be just the two flags, or should we add more for the third team?

Since this game operates on a “hidden” third team mechanic, the original intent was for the hidden team to work within the bounds of the original game. However, maybe the addition of more flags could make the espionage more confusing. Ultimately the overall goal of the game is to add an element of paranoia to capture the flag, and only through play can we figure out if this is a solid mechanic.

 

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