From personal experience, everybody usually creates an inside joke and then repeats it until it’s not funny anymore and everyone abandons the game. After playing several rounds, the jokes tend to get stale. This is because you have to consider the audience and other creators while making your quip to earn votes but you’re ultimately expressing something yourself. This game works since the win condition feeds into both types of fun: expression and fellowship. The way to win the game is by earning points and points are earned from people voting for your answer so the win condition guides the creators to make responses that others would vote for. Quiplash promises expression and fellowship as players get to create their answers and enjoy each other’s response. There is also a timer to prevent excessive waits for everyone to answer. Additionally, in the last round everyone gets the same prompt. There are three rounds, with the point values being increased respectively to the round number (ie round one – x1 multiplier, round two – 2x, round three – 3x). Creators are paired up and provided prompts to respond to which they and the audience then vote on. Members of the audience simply wait for the creators to answer their questions and vote on which one they prefer (usually which is funnier or more clever). Since it’s a judging game, the number of creators is 3 – 8 but the number of voters can be up to 10,000, allowing for streamed audiences to be involved in the gameplay. Quiplash is unique in that it can be adapted to involve up to 10,000 people. The quippy nature of the game’s narrator and the goofy prompts show that the target audience is likely Gen Z and millennials. In this critical play, I’ll be exploring Quiplash, a joke judging game produced by jackbox games for a wide variety of platforms like PlayStation, Switch, and more.
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