Dev log #4 Play test Round 2



PlayTesting, Round 2

Changes made to prototype before playtesting:

Changes to Prototype 2:

  • The Board
    • Each segment of the road was dedicated to a specific Social Determinant of Health with cards that were focused on the specific determinant (Economic, Education, Access to Healthcare, Social and Neighborhood/Built Environment).
    • Blank spaces on the last game boards were replaced by choice cards in which the player is faced with a dilemma (e.g.a car breaking down) and must make a choice (in this case between getting repairs and losing economic points or leaving the car in the shop and losing access to healthcare points.
  • Profiles
    • Profiles were made to be more uniform and visually organized to make them easier to read.
    • Descriptions were made more succinct to make the amount of reading less overwhelming.
    • Profiles discuss social determinants of health.
  • Points for each social determinant were given in the form of a different color “currency”.
  • Cards
    • As mentioned above, a choice card was added to provide the player with life choices that would impact the various determinants in different ways.
    • A set of cards for Hearts, Chance and Choice were color coded and made for each determinant so there were five sets of each.

Playtesting Feedback:

Feedback:

  • The road is a bit short, not enough spaces. Maybe we could mirror the board design to make it more extensive instead of just a snake design, something like a children’s track set. -
  • We need to be consistent in our icons and colors: Lynn recommended we look at the noun project. It has a free creative license where we can get icons and other things for our game. 
  •  We need to come up with a total gameplay time. Check how much time things take. We don't want the game to take forever like Monopoly. 
  • Santiago suggested.there needs to be some kind of added randomness to make a player get from the start of the game to the end outcome of the game. 
  •  We need a better way to do the tracking system.
    •  First we need to change the number of points. Can the values mean something towards the outcome?
    • Lynne seconded Lien’s suggestion of moving a marker up and down a number strip to track points.
  • What is the emotional takeaway of this game?
    •  Should it facilitate activism?  
    • How can we add a call to action to the gameplay?
    • Since your game is called consider it or consider this, think of some actionable steps to take as they’re considering their path through the game. - whatever actionable set of steps that we come up with maybe have them lead to some additional resources within the gameplay. 
    • Consider some questions like “what would you do if  you were in this scenario.” Prepare for real world situations in the Consider It cards and discussion at the end.
  •  Some of the gameplay cards are too wordy. Add more succinct easy to read but impactful cards for your gameplay.
  • Write a script to clearly and succinctly explain the game

To do list for final prototype:

  • Create final board with more pces
  • Re-do scoring, create new scoring strips
  • Create clearer instructions
  • Wording on all cards should be clearer and more concise
  • Consistent colors and icons throughout
  • We may get rid of dedicated roads for each determinant because it makes the number of cards overwhelming, We may just have the Consider It Cards focus on each one of the determinants and keep the other spaces random.
  • Create Poster
  • Write Essay
  • Finish Document

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