Objective
In the tested version, players experienced different generations but often moved through the game in parallel rather than affecting one another directly. The youngest participant in the second testing session specifically asked for mechanics that would allow generations to interact more. The objective of this development was therefore to connect players through a shared digital session and create more opportunities for cooperation, exchange and mutual support.
Process Breakdown
Moving towards Multiple Devices
The existing portal could be displayed on one shared screen, but this required everyone to look in the same direction and made individual actions less private or flexible. I began exploring a structure in which every player could join from their own phone or computer while remaining connected to the same game.
Creating a Room-Code System
I prototyped a shared-room structure using Socket.IO. One player or facilitator would create a session, and the other family members would join using a room code before selecting their character and generation.
Synchronising the Game State
The intended system needed to keep generation choices, statistics, movement, events and outcomes consistent across all devices. When one player made a choice or triggered a shared event, every participant would receive the update in real time.
Exploring Cooperative Mechanics
The multi-device structure also created the possibility of more direct interactions. Players could potentially exchange resources, help another generation recover from an event, make joint decisions or respond collectively to family and social pressures.
Encountering Technical Limitations
The system was not stable enough by the time the family testing sessions took place. Managing players joining and leaving, synchronising all of the data and keeping the digital session aligned with the physical board required more development than I could complete within the available time.
Using the Backup Version
Because the multi-device build was unfinished, I used the previous shared-device portal during testing. This allowed the game sessions to continue while the cooperative version remained documented as a future development rather than being presented as a completed feature.
Key Takeaways
- The cooperative direction responds directly to user feedback by moving the game beyond parallel comparison and towards reciprocal generational interaction.
- However, a multiplayer hybrid game requires substantial technical and interaction development before it can be tested reliably with families.
Reflection
- This prototype became much more technically demanding than I initially expected.
- Although it remained unfinished, it helped identify a clear future direction for the board game.
- Documenting the incomplete work is still useful because it shows how participant feedback led to a concrete but unresolved development path.