Prototyping prototypes – Andreas

  • How much time does it take for a player to get comfortable with the rules?
    • Rules can be implemented in a prototype without having to design any of the aesthetics or more nuanced parts of the game
    • If it’s impossible to figure out how a game works, no one will want to play it (and inversely, if it’s too simple then players might get bored).
    • The prototype could look like a no-frills version of the final game
  • Are the mechanics balanced? (in other words, is the game “fair”?)
    • We want to ensure there aren’t massive imbalances between our players based on their position in the game
    • Players want to feel like they are winning (or succeeding). They don’t want to feel hopeless.
    • We could create a simple version of our game where we keep track of player success and can judge if it seems balanced
  • Do players act the way we expect them to? (and maybe as a sidenote, is there not enough or too much rigidity?)
    • Certain games allow for a lot of freedom as a player, while others are very strict.
    • We want to make sure our players act (relatively speaking) in a way that we expect.
    • We don’t the design of our game to unintentionally allow players to walk off the map or gain unfair advantages
    • A prototype that emphasizes the possible choices you can make in the game could be good for this

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