Short Exercise: What do Prototypes Prototype?

1. Does it feel better to play this game with a top-down camera angle or a left-right camera angle? 

  • Viewing angle is an important aspect of the feel of the game and players place within it. 
  • You could edit a few numbers assuming it’s a 3d rendered to try out some core mechanics from different angles 
  • My guess is that in general it feels better to have more of a POV outlook where you’re behind rather than above for realism, but maybe top down is nicer if you want a less immersive and more “pastimey” experience 

2. In our Project 1 Wild Wild West game, is it a good idea for the Sheriff to be able to block arrests of other people who are Sheriffs? 

  • This is a central mechanic and important to know for balancing powers between the different game roles. 
  • Playing a few rounds of this game with the mechanic and without would be enough to know in the context of an analog game. This fulfill the idea of prototypes should involve interacting with the question you’re trying to answer as cheaply as possible. 
  • My guess is that this mechanic is good and adds more opportunities for deception in our game. 

3. Also in our Wild Wild West Game, I’m thinking we should prototype whether certain players should have different win conditions such as losing all coins rather than achieving 10 coins for example.

  • This is an important question since we want to understand whether it’s too complicated or someone can reasonably excepted to play this way in the main game or whether it might be more appropriate as an expansion. 
  • My prediction is that when we prototype this new feature of the analog game, we will find that it doesn’t add much and might add unnecessary and un-fun complications. Or that playing this way might cause the games to be too random. 

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