Posted April 11, 2021 by Yi
This week I am focusing on playtesting and iterating my project 1, a synchronized game base on zoom. When I think about the gameplay or game-feel of the game on zoom, the most similar thing is the board game that involves few physical interactions. This idea becomes the basis of my game design.
The next step I made was to find a board game that fits the condition and try to modify it and integrate it into zoom. The first board game I found is Werewords (designed by Ted Alspach and published by Bézier Games in 2017). It combines a word guessing mechanism into the classic Werewolf game.
I pick the word guessing element and lying mechanism from the Werewords and finally made my first version of project 1. It requires four players. One of the players needs to find out a word that other players picked. The Guessing player needs to ask other players’ subjective opinions toward this word(Do you like it? Do you think it is pretty?) and try his/her best to find out the word based on these responses.
The purpose of this game is to make it an ice-breaking game on zoom because no matter what happened during the game, players always find themselves get to know each other base on others’ responses. However, after I did a few rounds of testing, I found a critical problem in this game.
There are so many changes and iteration I made for this project. The most important takeaway I have for this project is that if you want to design a game on a specific platform for a particular purpose, you have to study the platform first. You can only design a game specifically on a platform when you have a clear idea of the platform’s ability and limitations. Further, it is also essential to find the functionality of a platform that interests you the most and design around that functionality.