Fiona Han – What do Prototypes Prototype?

Brief game description: a classic bluffing game, combined with the theatricality of a whodunnit murder mystery. Players are randomly selected to be the Killer, the Victim, or a Witness. The Victim prepares clues on their dead body so the Witnesses can determine who the Killer was; all the while, the Killer must convince the others that it was someone else.

Is the acting/role-play element a plus or minus for the gameplay?

This question matters because theatrical elements like acting out murders makes this physical game different from murder mysteries like werewolves, but they may also create discomfort or uneven participation from players. I would test this with a role/performance prototype where I run sessions where acting is required versus optional, and compare engagement levels and player feedback.

I think some players will find the acting immersive and fun, while others will feel self-conscious (speaking from personal experience). In the case of the latter, we would need to consider optional or guided performance mechanics.

How does time pressure affect the quality of group decision-making?

This is an important question to consider because the x-minute trial phase defines the game’s pacing and tension. Too little time may lead to chaotic or shallow reasoning, and too long could lead to akward silences or tangents. I would create a look & feel prototype to test different discussion lengths (3, 5, 8, and 10 minutes) and measuring how often groups correctly identify the Killer and how discussions unfold. I expect shorter times will increase excitement but reduce accuracy, while longer times may improve accuracy but is lighter in tension and energy.

Is the Killer role balanced in terms of difficulty and influence?

This question is important because balance is critical in social deduction games. If the murderer wins too easily or too rarely, the game becomes frustrating and predictable. I would use a role prototype where I vary the murderer’s win conditions, track win rates across multiple sessions, and observe the strategies used by both Killers and Witnesses. The murderer may initially have an advantage due to deception and information asymmetry, especially if clues are unclear, but this could shift as players play more, form an internal language, and become more knowledgable about teammates.

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