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TODAY
1. Paper Prototyping and you
2. Keys to the practice
3. Practicing the Practice
4. What to expect next week
5. Homework
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.
Why to Paper
Prototype
1. It’s “usually” a
lot easier than
making a full-on
digital (or even
pen/paper or
tabletop) game.
2. It makes you
think about the core
mechanics and rules.
3. If it’s not fun,
you know you have a
problem.
4. More than
brainstorming, and
more than writing
the game design
document, the
prototype stage
spurs innovation.
5. Working with your
hands changes how
you think; it helps
you think in
different ways.
6. Thinking about
how to simulate
mechanics can help
you simplify your
mechanics.
7. Changing a
prototype is quick
and easy.
8. It lets you
“Brain dump,” which
means you can quit
fearing that you’ll
lose small details.
9. Just like having
words on a page when
writing, a prototype
means means your
game ‘exists.’
10.The biggest
reason: the
prototype can be
play-tested (and
your descriptions
cannot).
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.
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.
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.

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Game Design, October 3rd, 2013

  • 1.
  • 2. TODAY 1. Paper Prototyping and you 2. Keys to the practice 3. Practicing the Practice 4. What to expect next week 5. Homework
  • 3. 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.
  • 5. 1. It’s “usually” a lot easier than making a full-on digital (or even pen/paper or tabletop) game.
  • 6. 2. It makes you think about the core mechanics and rules.
  • 7. 3. If it’s not fun, you know you have a problem.
  • 8. 4. More than brainstorming, and more than writing the game design document, the prototype stage spurs innovation.
  • 9. 5. Working with your hands changes how you think; it helps you think in different ways.
  • 10. 6. Thinking about how to simulate mechanics can help you simplify your mechanics.
  • 11. 7. Changing a prototype is quick and easy.
  • 12. 8. It lets you “Brain dump,” which means you can quit fearing that you’ll lose small details.
  • 13. 9. Just like having words on a page when writing, a prototype means means your game ‘exists.’
  • 14. 10.The biggest reason: the prototype can be play-tested (and your descriptions cannot).
  • 15. 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.
  • 16. 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.
  • 17. 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.