Iterative Design
We began by choosing one concept from our two potential idea, and went with the Storytelling concept. First we used the feedback to identify the potential flaws in the design and went about fixing them.
Our first point of contention was the large option space allowed by the wording of the rules regarding the performance stage of the game. Some of the feedback we were given was to change the wording to better specify the time limit of the performance, and add a “wrapping” theme to the game to make performances more consistent, and easier to come up with.
We were given the idea from one of our play testers to change the word “story” to the word “scene” to restrict the time limit of the performances, and we decided that it would be a good first step. We also decided to create a thematic “wrapping” for our game, and decided it would be fun if the players were playing as movie executives all trying to come up with the next movie idea, and the performances are clips from potential movies that they have to approve, their problem being that the clips don’t come with context, so the executives have to come up with a description for the movie, based on the performances they see, and the performer chooses which description they like the most.
We also removed the discussion section of the game, and instead have every player award a point to their favourite performance, at the end of the game. This streamlines the gameplay a little, and makes the rules easier to grok.
New Rules – Executive Decision
Starting The Game
Select a player to begin the game, if nobody volunteers, the eldest player goes first:
- That player must act a short scene for the other players on camera. Use of props, costumes, backgrounds etc… is encouraged.
- All other players must then come up with short descriptions of the scene based on the performance
- Each player reveals their descriptions to the acting player as they are ready.
- The acting player then selects their favourite description and the player that created it gets 2 points.
Rounds and Concluding
This round sequence is repeated for all other players until every player has acted, all players should keep track of their own scores.
- After the final turn each player awards 1 point to their favourite performer.
- Points may be awarded for good use of props, motion and costumes or any other reason.
- Scores are revealed and the player with the most points wins.
- In the result of a tie, either players can agree to leave the tie or vote for the victor
It’s show business after all, there are always winners
Next Step
Next entry will cover the design of the rules PDF, and before we begin that I decided to set up a number of design pillars for myself while creating it:
- Clarity: The rules should be easy to follow and be understood in one read, without need to jump back and forth through the document, the information should be designed to be read from top to bottom, and once finished the players should be able to play the game without referencing them back
- Theme: The document itself should sell the theme of the game, through visual design and structure. Since the design we have created comes with a corporate veneer, we want to make the document look professional, that’s clearly legible, and has minor theme elements to sell the theme to players.
These two pillars should be my immediate concerns when designing, with other details coming through design and iteration.