Short Exercise: What do Prototypes Prototype?

Will social deduction, paired with the theme of the game, create gameplay that is more hostile than it is fun?

  • This is an important question to answer,  because ultimately, a game that primarily generates uncomfortable tension is not a game that will succeed. 
  • A prototype that is based on a paper set of cards could help me answer this question, because it helps gauge whether the component of the game that has players match secrets to other players is an appropriate way to progress the game
  • I anticipate that this depends entirely on the dynamics of the people that interact with our prototype – closer people might have more fun matching secrets to their close friends, while strangers could feel uncomfortable pinning secrets onto people about which they are less aware. 

What roles do we want to integrate into our game?

  • This is an important question to answer, because it completely dictates the feeling of the game – whether or not we have roles, or what kind of roles make sense in the context of the game, informs how immersive we want the game to feel.
  • A prototype that includes a subset of cards that assigns roles to specific players can help test whether we should even have roles at all. If the roles feel like they are detracting from the quality of the gameplay by distracting players from getting to know one another rather than enhancing the feel of the game, this will ideally be revealed through the prototype.
  • I think roles might feel superfluous given the core goal of our game: to get players to know each other on a deeper level. If the game takes on the style of mafia, it might feel uncomfortable to deliberate about personal secrets in front of the secret holders.

 

How might we want players to be rewarded (point system vs. no point system)?

  • It is pertinent that we answer this question to further anchor the direction of the game. Point systems are inherently the driving force of any game – whether we get a prize, or the most points, or a sense of satisfaction, the reward of a game is how we get players to be invested in the game ending.
  • A prototype that includes a paper to record points might be the best way to gauge if we want an explicit point system, or if the game just works better with the “prize” being becoming better acquainted with one of your friends. 
  • I anticipate that a traditional point system might not fully make sense in the context of the game, but the intrinsic goal of friendship building could keep the game going. 

 

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