What do Prototypes Prototype? – Elliott

Our game is an apples-to-apples style prompt response game that involves acting out scenarios and prompts rather than replying directly with cards.

 

Question 1:

How does the round structure keep all players engaged?

  • This is an important question to answer because as designers, it’s important to keep players engaged
  • A prototype that could address this would be one that allows for different numbers of active players up to the maximum that are not the decider
  • My guess for how things will turn out is that the more players are involved in a scenario, the more the game evolves into an improv activity than the original game

 

Question 2:

How are prompts decided?

  • This is one of the fundamental questions to the gameplay loop, as the interplay between scenarios and responses provides the first steps for players to interact with one another
  • A prototype that could answer this question could have three different options for prompts. One would be completely filled, the second would have blanks for the decider to fill (think mad-libs), and the third would be completely blank. After playing several rounds with each, we could ask the players what they thought of each and their similarities and differences.
  • My guess for how this will turn out is that the more free-form options will be more welcome in groups with established rapport, and the structured ones will be better for strangers. This would reflect what I experienced doing this week’s critical play.

 

Question 3: 

What is the game’s end condition?

  • As with all games, this one will have to come to an end at some point. Creating the end state with intentionality is a good way to make sure our players leave the experience satisfied rather than disappointed.
  • A prototype for this question would employ various round structures, including having no set number, which Awkward Situations used. While a points-based end-state could be good for choosing clear winners and losers, a time-based one would likely be more conducive to a cooperative environment.
  • My guess for how this will turn out is that groups more enthusiastic about the interaction between actors will prefer the time system, while those who wish to impress and be rewarded for it would prefer the points system.

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