That’s great news for us, because that’s what we’ve prioritized: our design has a small upfront cost that might be too high if no one bothered to play Secret Hitler more than once. It’s aimed at making the long-term experience of playing Secret Hitler both emotionally congruent and easy to get consistently right.
The One Time I was wrong while designing Secret Hitler
Tommy Maranges
765
This is so smart.
We often test designs to see if people can use a product, but do we test to see if they actually want to use a product more than once?
You could design a card game to be easy to play the first time, but would that make the game fun to play again and again?
Folks in journalism ~hey friends~ should really consider building prototypes of games (index cards and sharpies are all you need) to better understand how to think about designing new products.