Formal Elements | Top down, arcade. |
The Basics | Among us makes you do tasks with players while an “Imposter” is trying to not get caught kill everyone |
Name of the game | Among us |
The platform | Mobile, PC, console. |
Time played (should be at least 30 minutes) | +1hr |
If you could work on this game (change it), what would you change and why? | Making the game first person because that would be so immersive. |
Players | 10-15 |
How many players are supported? | 5+ |
Does it need to be an exact number? | NO |
How does this affect play? | More players make the game more challenging for the Imposter but easier for crewmates. |
Some types of player frameworks:Single Player – like Solitare.Head-to-head – 1 vs. 1, Chess.PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.One against Many – Single-player vs. multiple (obvy).Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare.Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.Team Competition – Multiple vs. multiple, i.e. sports.Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.Five-pointed Star – Eliminate both players who are not on either side of you. | MMO |
Objectives/Goals | Kill people either, Complete simple tasks. |
What are the players trying to do? | Survive while completing tasks. |
Some common objectives include:Capture/Destroy – Eliminate all your opponents pieces (Chess).Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).Collection – Collect a certain number of objects throughout the game (Pokemon).Solve – Solve a puzzle or crime (Clue).Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).Build – Advance your characters or build your resources to a certain point (The Sims).Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister). | Chase/Race/Escape |
Rules/Mechanics | The game has this vision thing where you cant see from your characters view acting like light and shadows. – you cant die – complete tasks -vote people out |
There are three categories of (what the book Rules of Play calls) operational rules:Setup – the things you do at the beginning of a game.Progression of Play – what happens during the game.Resolution – How an outcome is determined based on the game state. | Start completing tasks Vote people out, don’t die Either the imposter’s win or the crew mates. |
Controls | NOTES |
What controls are used? | Thumb stick, WASD |
Was there a clear introductory tutorial? | —— |
Were they easy to understand or did you find yourself spamming the controller? | Easy Understanding |
Resources & Resource Management | NOTES |
What kinds of resources do players control? | Lights, electricity, comms, how many people die… |
How are they maintained during play? | If players don’t fix coms or electricity things stop working. |
What is their role? | Crew mate, Imposter |
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)Time (game time, real-time, or both)Known information (like suspects in Clue) | Emergency meetings, lights, comms. |
Game State | NOTES |
How much information in the game state is visible to the player? | The game tells you your role, And your tasks. |
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information. | |
Sequencing | NOTES |
In what order do players take their actions? | Players start by talking in the lobby then starts their tasks. |
How does play flow from one action to another? | Meetings when someone dies or when a player presses the button. |
Some structures include:Turn-based – Standard board game technique.Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).Real-time – Actions happen as fast as players can make them. Action-based video games.Turn-based and time limits – You have this long to take your turn. | |
Player Interaction | |
Some examples:Direct Conflict – I attack you.Negotiation – If you support me here, I’ll help you there.Trading – I’ll give you this for that.Information Sharing – If you go there, I’m warning you, a trap will go off. | Direct conflict |
Theme & Narrative | NOTES |
Does it have an actual story structure? | No |
Is it based on a historical event (or similar)? | No |
Does the theme or narrative help you know how to play? | Theres no storyline |
Does it have emotional impacts? | Yes, mental breakdowns |
Also, look for en media res (does it start in the middle of the game)? | No |
The Elements in Motion | NOTES |
How do the different elements interact? | |
What is the gameplay like? | |
Is it effective? | |
Are there any points where the design choices break down? | |
Design Critique | NOTES |
Why did the designer make these particular choices? | The game is an astronaut game making it look like a child’s game. |
Why this set of resources? | |
What if they made different decisions? | |
Does the design break down at any point? | No |
Graphics & Sound | NOTES |
Does the game art pair well with the mechanics? | Yes |
Did you find any bugs or glitches? | Ip will be stealed |
What about sound? | Pretty good. |
Can you spot any technical shortcuts? | —- |
Various Stages of the Game | NOTES |
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play: | You might be the imposter so start killing. |
What challenges do you face, and how do you overcome them? | Running from the imposter!!! |
Is the game fair? | People may leave so no. |
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience? | Infinite |
What is the intended audience? | Grown Mature Men ages 30-40 (e for everyone) |
What is the core, the one thing you do over and over, and is it fun? | Talk. If on mobile it can be annoying but it is an important part of the game. |