Thursday, December 1, 2011

Feedback from Prototype 1

Ran prototype 1 at home this weekend with Mara, Frank and Hilary. Here's some of the feedback I got, written up.

Identity Stuff


-- Mix unknown and known layers of identity/gender somehow in a larger context.
   -- How can the unknown parts affect your payouts?
   -- How do you reveal/discover the code in an interesting way for casual and hardcore players alike? Maybe     think ARG or puzzle game model, in a very lite way.

-- Identity changes require you to use resources from your pool -- you have to spend them on the identity somehow.

-- Your identity/outward parts of your identity fundamentally affects other players payouts/maybe identities in a really fundamental way. This is why players trade with you, and why players might trade with other players as well. Social signalling. 

-- Your code also affects your starting resources and goal.

-- Your code is unique.

-- There should be a present and future tradeoff for having resources/not having resources to make putting resources into your gender/identity an interesting decision. Some sort of reason you would want money in the bank vs money in the pocket and vice versa.

-- The gender/identity board should be large enough that you can focus on *that* or you can focus on trading and each would give you different benefits.

Resources


-- More types of resources.

-- 1 crafted only resource (you can't start with it) that maybe has some kind of special effect.



Style


-- Name: Soma?

-- Performance art but also math problem.

-- Stronger/heavier typing and styling on everything is key. Key. 

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