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About prototyping
[on the bottom you will find some interesting links]
The first question you should ask yourself when prototyping, is 'who/what am
i prototyping for'. Let me give you some answer straightaway:
| In case you want to test the game for yourself, you can do with simple
counters etc. You can ignore the look and the feel as you are looking for
mechanics to get this thing in your head working |
| If you are prototyping for playtesting, make sure there is some look and
feel and have the necessary counters, boards, etc. |
| If you are prototyping for a publisher, then ask yourself, what are the
criteria publishers use. A more complete list can be found below. |
Prototyping for yourself / friends
If you just want to implement the basic ideas in a tangible prototype, there
are some basic rules:
| use an existing gameboard / counters, go to a second hand dealer / flee
market and buy a number of 'old' games. This should stock you with play
money (monopoly?), some gameboards (that can be used as base), tokens
and dices (that can be modified). This is the cheapest way to get your basic
ingredients. |
| In worst case, put the game board under a scanner and modify it
electronically and print it out. Glue the board to something more strong
(than paper). Spray mounting adhesive. |
| if you work for a company that supplies you with business cards, use them
as base. Glue the print outs from your printer to the cards. |
Prototyping for publishers
Here are some the phases you have go through, when going 'for the money':
| Concept creation |
| Green light presentatio |
| Design creation |
| Team building |
| Contract negotiations |
| Development |
| Production |
| Marketing Liaison |
| QA coordination |
| Sales presentations |
| Distribution (contracts) |
| After-sales Support |
Now, most of these will be handled by a producing company.
Interesting links
Sloperama: site by Tom Sloper,
produced several games for Atari and Sega. |