Game Design, October 3rd, 2013


Published on

  • Be the first to comment

  • Be the first to like this

No Downloads
Total views
On SlideShare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide

Game Design, October 3rd, 2013

  1. 1. TODAY 1. Paper Prototyping and you 2. Keys to the practice 3. Practicing the Practice 4. What to expect next week 5. Homework
  2. 2. I gave you a wide range of readings on paper/physical prototyping to read over for today. I don’t want to dwell in them, but we’ll talk through the key points. I want to start, though, with my set of logics for prototyping and prototyping tips.
  3. 3. Why to Paper Prototype
  4. 4. 1. It’s “usually” a lot easier than making a full-on digital (or even pen/paper or tabletop) game.
  5. 5. 2. It makes you think about the core mechanics and rules.
  6. 6. 3. If it’s not fun, you know you have a problem.
  7. 7. 4. More than brainstorming, and more than writing the game design document, the prototype stage spurs innovation.
  8. 8. 5. Working with your hands changes how you think; it helps you think in different ways.
  9. 9. 6. Thinking about how to simulate mechanics can help you simplify your mechanics.
  10. 10. 7. Changing a prototype is quick and easy.
  11. 11. 8. It lets you “Brain dump,” which means you can quit fearing that you’ll lose small details.
  12. 12. 9. Just like having words on a page when writing, a prototype means means your game ‘exists.’
  13. 13. 10.The biggest reason: the prototype can be play-tested (and your descriptions cannot).
  14. 14. So armed with that I want us to do an activity to help you understand how paper prototypes work. I brought… PAPER! I was going to bring more supplies, but I discovered much to my horror that I have no supplies. I need to correct that. Hopefully you have scissors. And writin’ sticks. We’re going to prototype.
  15. 15. The catch… To practice today, I want you to paper prototype a game that exists. Your group can decide what game. Just make , that we’ve played this semester. When you’re comfortable with your prototype, invite me over, and I will attempt to play it with your guidance.
  16. 16. For Tuesday I’ve linked two chapters from the book Fundamentals of Game Design from the course website (on character and narrative). Please read them and be ready to talk more prototyping and development in class. We’ll also talk about WoW, which we’re going to play next.