Tuesday, January 26, 2021

Paper prototyping exercise

Paper prototyping exercise

Print-and-play prototypes are simply a PDF file containing a rough description of your game idea as a prototype for others to read and play-test.

The components of a game are [1]:

  1. Printable game rules
  2. Printable game sheet(s) and components like cards and props
  3. And assume players can supply extra items like pens, dice, counters, pawns (meeples).
This exercise takes inspiration from Sergi Sanchez Labrador's "Roll & Write Game Design Contest" on Boardgamegeek - in its 6th season as this post is written. In fact Boardgamegeek hosts a huge array of design contests, some focused, some broad. Sergi's approach is nice because the barriers to entry are low. There are "no restrictions on them, mechanics or artwork" [1], in fact the artwork mostly starts out as simple pencil and paper sketches. The games should be original, copyright aware, shared and available to anyone via instructions and artwork files via online storage sites.

Sergi suggests two phases of development: idea phase; and contest ready. The whole process relies upon rapid feedback from all the prototypers to all the prototypers. Everyone plays everyone's game-idea and offers caring feedback to each other.

[1] https://boardgamegeek.com/thread/2532785/6th-roll-write-game-design-contest

Question: Is there any limitation on employing specific game genres and ideas?
Answer: No limitations (but no imitations either). Let your imagination run free. But it must be your own original idea and concept.

Question: Are the three prototypes different versions of the same core game idea?
Answer: No. They must be distinctly different. The three prototypes are supposed to be three distinctly different game ideas. However only one will be developed further for the end of the term project.

Debrief: 

General areas for review/discussion (inspired by Tracy Fullerton's Game Design Workshop (2014) - any edition.
  • What genre does the game fall under?
  • What are the game's formal elements (rules, outcomes etc)?
  • What is the game's dramatic structure?
  • What are the flow/play dynamics of the game?
  • Comment on game balance (between players, between game engine)?
  • Casual or deep game (long or short)?
  • Comment on re-playability, depth?
  • Comment on 'fun'?
  • Comment on the design scope (too little, too much)?
  • What is the essence of the game?