Short Exercise: What do Prototypes Prototype – Sebastian

How can this basic concept become a game?
Making some kind of prototype to test different aspects of the game (I suppose this is the point of all of this). There’s lots of ways to flesh out a basic concept, but I think the main way is just trying different things and adding what works, and isolating different variables when testing.

What is the theming/style of the game outside of the mechanics?
Thinking about this is important, figuring out the world that the game is in can be just as important as the mechanics themselves. You can have good lyrics and bad music, and good music and bad lyrics, but they have to work together to make a really good song. This is how the game feels like something.

How can we make it easy to explain?
I think using examples is good, but also just making the gameplay easy. There should be a pretty clear why, like “you’re trying to solve a mystery,” or “you’re trying to get to know each other,” and I think leading with that will provide ample instruction not only for people to understand how to play the game, but also for us to design it.

 

About the author

Hi, I’m Sebastian. I’m a composer, sound designer, storyteller, and student at Stanford majoring in Music and Theater. I’ve written musicals, designed sound for plays, designed lots of puzzles and built escape rooms and narrative games—including an annual murder mystery party where the guests always regret trusting me. I’m drawn to interactive experiences that blend emotion, humor, and surprise, and I’m especially interested in how game mechanics can carry meaning (or at least make people scream in a fun way).

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