Tuesday, January 10, 2017

Day 62: FotLC through the 113 lenses from The Art of Game Design

Day 62 - Lens 97: The Lens of Expression
When players get a chance to express themselves, it makes them feel alive, proud, important and connected. To use this lens, ask yourself these questions:

How am I letting players express themselves?
Other than 'Through their strategy' and 'Through talking to each other' the game isn't very expressive. There is no character customization, no art is produced as in Pictionary, no explicit stories are told as in Once Upon A Time... I don't feel like the game is lacking for those absences.

What ways am I forgetting?
Should I be leaving places for the players to fill in the stories of their tribes? How could I do that, could I pose them a set of questions about why they hate the city personally, why the tribe they are playing hated it? Certainly many players could care less, perhaps some would love it...

Are players proud of their identity? Why or why not?
The tribes and their leaders that the players portray are pretty vague and nonspecific. I hope that by the end of the game the players will be at least vaguely conflicted and uncomfortable with their actions. The end game note should allow catharsis from that conflict.

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