Short Exercise: What do Prototypes Prototype? – Krystal Li

How do we make for repeat playability? What will make people want to return to the game again and again?

  • Repeat playability is really important because it makes sure that people are continually interested in the game and that it remains engaging over time. Thinking about longevity, this will also help the game stay alive since players will be excited to share it with their friends and spread it through word of mouth. 
  • I think a role prototype could be used here to look at the functional aspects of the game, like ingredient cards or recipe challenges, and how they diversify the game play to be different and exciting each time. 
  • I predict that we can use this prototype to decide how to change levels of randomness or recipe complexity to keep the game experience engaging. Ideally, this will help us think of more dynamic elements that give players the opportunity to explore new strategies each time they play. 

How will our card game effectively simulate pizza making in a fun way? 

  • This is an important thing to consider because it makes sure that the theming of the game is consistent and interacts with the cards in an understandable and enjoyable way. For example, in Sushi Go you can stack nigiri with wasabi, which aligns with what you might do in the real-word and enhances the sushi theme. 
  • A Look and Feel Prototype might help to answer this question. We would create detailed mock-ups of the game cards, and create a design of what the pizza building areas look like and how cards add to it. This prototype would aim to simulate the sensory experience of making pizzas through the gameplay mechanics and physical components.
  • I predict that we can enhance the player’s sensory experience of making pizza through if we execute the look and feel of the game well with our prototype iterations, which would enhance the overall experience of play. 

How can we balance having fun and chaos, with completing the actual game objectives? 

  • Looking back at our reading of “What Games Are and What Games Aren’t,” I think this question is important to consider because we want the game to be challenging enough that players are learning and feel challenged, but not too difficult that people give up on it.
  • An Integration Prototype would likely be able to answer this question best, since it integrates all aspects of the game and gives the best idea of what a player’s experience will be like. This prototype would help in figuring out how well the game mechanics work together, if we have any card balance issues, and what kind of dynamics the rules and mechanics facilitate as people try to win.
  • With an integration prototype, I think we’ll be able to see how all the pieces of the game might come together in a real game, and make adjustments to keep it engaging but also ensure there are no “broken” cards or mechanics that make it boring. 

About the author

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.