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Page 1: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

PAPER PROTOTYPING

CHAPTER 09

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Topics

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Topics§ Benefits of Paper Prototypes

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Topics§ Benefits of Paper Prototypes§ Paper Prototyping Tools

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Topics§ Benefits of Paper Prototypes§ Paper Prototyping Tools§ Example Paper Prototype

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Topics§ Benefits of Paper Prototypes§ Paper Prototyping Tools§ Example Paper Prototype§ Constructing the Prototype

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Page 7: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Topics§ Benefits of Paper Prototypes§ Paper Prototyping Tools§ Example Paper Prototype§ Constructing the Prototype§ Playtest Questions

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Page 8: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Topics§ Benefits of Paper Prototypes§ Paper Prototyping Tools§ Example Paper Prototype§ Constructing the Prototype§ Playtest Questions§ Best Uses of Paper Prototyping

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Page 9: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Topics§ Benefits of Paper Prototypes§ Paper Prototyping Tools§ Example Paper Prototype§ Constructing the Prototype§ Playtest Questions§ Best Uses of Paper Prototyping§ Poor Uses of Paper Prototyping

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Benefits of Paper Prototypes

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Benefits of Paper Prototypes

Digital technologies have led to a whole new world of possibilities for game design

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Page 12: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Benefits of Paper Prototypes

Digital technologies have led to a whole new world of possibilities for game design

But many designers still use paper prototypes to quickly implement and test new game ideas

3

Page 13: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Benefits of Paper Prototypes

Digital technologies have led to a whole new world of possibilities for game design

But many designers still use paper prototypes to quickly implement and test new game ideas

The two main reasons for this are:

3

Page 14: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Benefits of Paper Prototypes

Digital technologies have led to a whole new world of possibilities for game design

But many designers still use paper prototypes to quickly implement and test new game ideas

The two main reasons for this are:

Speed & Ease of implementation

3

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Benefits of Paper Prototypes

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Benefits of Paper Prototypes§ Initial Development Speed

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Page 17: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Benefits of Paper Prototypes§ Initial Development Speed

– It is very fast to get from concept to playable prototype

4

Page 18: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Benefits of Paper Prototypes§ Initial Development Speed

– It is very fast to get from concept to playable prototype– Digital games can take days (or at least several hours)

4

Page 19: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Benefits of Paper Prototypes§ Initial Development Speed

– It is very fast to get from concept to playable prototype– Digital games can take days (or at least several hours)– A simple paper prototype can be playable within 10 minutes

4

Page 20: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Benefits of Paper Prototypes§ Initial Development Speed

– It is very fast to get from concept to playable prototype– Digital games can take days (or at least several hours)– A simple paper prototype can be playable within 10 minutes

§ Iteration Speed

4

Page 21: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Benefits of Paper Prototypes§ Initial Development Speed

– It is very fast to get from concept to playable prototype– Digital games can take days (or at least several hours)– A simple paper prototype can be playable within 10 minutes

§ Iteration Speed– In digital prototyping, changes take time, and the code must

be carefully designed to be changeable

4

Page 22: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Benefits of Paper Prototypes§ Initial Development Speed

– It is very fast to get from concept to playable prototype– Digital games can take days (or at least several hours)– A simple paper prototype can be playable within 10 minutes

§ Iteration Speed– In digital prototyping, changes take time, and the code must

be carefully designed to be changeable– In a paper prototype, it's even possible to change the game

in the middle of playing it

4

Page 23: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Benefits of Paper Prototypes§ Initial Development Speed

– It is very fast to get from concept to playable prototype– Digital games can take days (or at least several hours)– A simple paper prototype can be playable within 10 minutes

§ Iteration Speed– In digital prototyping, changes take time, and the code must

be carefully designed to be changeable– In a paper prototype, it's even possible to change the game

in the middle of playing it

§ Low Technical Barrier to Entry

4

Page 24: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Benefits of Paper Prototypes§ Initial Development Speed

– It is very fast to get from concept to playable prototype– Digital games can take days (or at least several hours)– A simple paper prototype can be playable within 10 minutes

§ Iteration Speed– In digital prototyping, changes take time, and the code must

be carefully designed to be changeable– In a paper prototype, it's even possible to change the game

in the middle of playing it

§ Low Technical Barrier to Entry– Very little technical knowledge or artistic talent is required

to make a paper prototype

4

Page 25: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Benefits of Paper Prototypes§ Initial Development Speed

– It is very fast to get from concept to playable prototype– Digital games can take days (or at least several hours)– A simple paper prototype can be playable within 10 minutes

§ Iteration Speed– In digital prototyping, changes take time, and the code must

be carefully designed to be changeable– In a paper prototype, it's even possible to change the game

in the middle of playing it

§ Low Technical Barrier to Entry– Very little technical knowledge or artistic talent is required

to make a paper prototype– Therefore, anyone on your team can meaningfully contribute

4

Page 26: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Benefits of Paper Prototypes

5

Page 27: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Benefits of Paper Prototypes§ Collaborative Prototyping Process

5

Page 28: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Benefits of Paper Prototypes§ Collaborative Prototyping Process

– It is possible to collaboratively create a paper prototype

5

Page 29: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Benefits of Paper Prototypes§ Collaborative Prototyping Process

– It is possible to collaboratively create a paper prototype– This can help your team learn to collaborate and share ideas

5

Page 30: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Benefits of Paper Prototypes§ Collaborative Prototyping Process

– It is possible to collaboratively create a paper prototype– This can help your team learn to collaborate and share ideas– It can also help all team members to feel a sense of

ownership over and commitment to the project

5

Page 31: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Benefits of Paper Prototypes§ Collaborative Prototyping Process

– It is possible to collaboratively create a paper prototype– This can help your team learn to collaborate and share ideas– It can also help all team members to feel a sense of

ownership over and commitment to the project

§ Focused Prototyping and Testing

5

Page 32: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Benefits of Paper Prototypes§ Collaborative Prototyping Process

– It is possible to collaboratively create a paper prototype– This can help your team learn to collaborate and share ideas– It can also help all team members to feel a sense of

ownership over and commitment to the project

§ Focused Prototyping and Testing– A paper prototype is always very different from the final

digital game

5

Page 33: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Benefits of Paper Prototypes§ Collaborative Prototyping Process

– It is possible to collaboratively create a paper prototype– This can help your team learn to collaborate and share ideas– It can also help all team members to feel a sense of

ownership over and commitment to the project

§ Focused Prototyping and Testing– A paper prototype is always very different from the final

digital game– This allows you to test specific aspects of the game without

playtesters being distracted by the rest of the product

5

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Paper Prototyping Tools

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Paper Prototyping Tools§ Large Sheets of Paper

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Page 36: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ Large Sheets of Paper

– 24" x 36" Post-it® sheets are particularly popular

6

Page 37: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ Large Sheets of Paper

– 24" x 36" Post-it® sheets are particularly popular– Grid paper can also be found

6

Page 38: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ Large Sheets of Paper

– 24" x 36" Post-it® sheets are particularly popular– Grid paper can also be found

§ Dice

6

Page 39: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ Large Sheets of Paper

– 24" x 36" Post-it® sheets are particularly popular– Grid paper can also be found

§ Dice– Get several dice of different kinds

6

Page 40: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ Large Sheets of Paper

– 24" x 36" Post-it® sheets are particularly popular– Grid paper can also be found

§ Dice– Get several dice of different kinds– Normal RPG dice include: 1d4, 2d6, 1d8, 1d12, 1d20, and

percentile dice (2d10 with one marked 0-9 and the other 00-90)

6

Page 41: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ Large Sheets of Paper

– 24" x 36" Post-it® sheets are particularly popular– Grid paper can also be found

§ Dice– Get several dice of different kinds– Normal RPG dice include: 1d4, 2d6, 1d8, 1d12, 1d20, and

percentile dice (2d10 with one marked 0-9 and the other 00-90)

– Chapter 11, "Math and Game Balance" covers probability

6

Page 42: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ Large Sheets of Paper

– 24" x 36" Post-it® sheets are particularly popular– Grid paper can also be found

§ Dice– Get several dice of different kinds– Normal RPG dice include: 1d4, 2d6, 1d8, 1d12, 1d20, and

percentile dice (2d10 with one marked 0-9 and the other 00-90)

– Chapter 11, "Math and Game Balance" covers probability

§ Cards

6

Page 43: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ Large Sheets of Paper

– 24" x 36" Post-it® sheets are particularly popular– Grid paper can also be found

§ Dice– Get several dice of different kinds– Normal RPG dice include: 1d4, 2d6, 1d8, 1d12, 1d20, and

percentile dice (2d10 with one marked 0-9 and the other 00-90)

– Chapter 11, "Math and Game Balance" covers probability

§ Cards– Cards are a very malleable random generator

6

Page 44: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ Large Sheets of Paper

– 24" x 36" Post-it® sheets are particularly popular– Grid paper can also be found

§ Dice– Get several dice of different kinds– Normal RPG dice include: 1d4, 2d6, 1d8, 1d12, 1d20, and

percentile dice (2d10 with one marked 0-9 and the other 00-90)

– Chapter 11, "Math and Game Balance" covers probability

§ Cards– Cards are a very malleable random generator– I recommend card sleeves

6

Page 45: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ Large Sheets of Paper

– 24" x 36" Post-it® sheets are particularly popular– Grid paper can also be found

§ Dice– Get several dice of different kinds– Normal RPG dice include: 1d4, 2d6, 1d8, 1d12, 1d20, and

percentile dice (2d10 with one marked 0-9 and the other 00-90)

– Chapter 11, "Math and Game Balance" covers probability

§ Cards– Cards are a very malleable random generator– I recommend card sleeves

• Place a regular card in the sleeve with a slip of paper on top of it

6

Page 46: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools

7

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Paper Prototyping Tools§ 3x5 Note Cards

7

Page 48: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ 3x5 Note Cards

– 3" x 5" note cards can be used in several situations

7

Page 49: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ 3x5 Note Cards

– 3" x 5" note cards can be used in several situations• Brainstorming

7

Page 50: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ 3x5 Note Cards

– 3" x 5" note cards can be used in several situations• Brainstorming• Folding into pieces

7

Page 51: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ 3x5 Note Cards

– 3" x 5" note cards can be used in several situations• Brainstorming• Folding into pieces• Making quick card decks

7

Page 52: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ 3x5 Note Cards

– 3" x 5" note cards can be used in several situations• Brainstorming• Folding into pieces• Making quick card decks

– Some designers are particularly fond of 3x2.5 half-cards

7

Page 53: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ 3x5 Note Cards

– 3" x 5" note cards can be used in several situations• Brainstorming• Folding into pieces• Making quick card decks

– Some designers are particularly fond of 3x2.5 half-cards

§ Post-it® Notes

7

Page 54: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ 3x5 Note Cards

– 3" x 5" note cards can be used in several situations• Brainstorming• Folding into pieces• Making quick card decks

– Some designers are particularly fond of 3x2.5 half-cards

§ Post-it® Notes– Great for quickly arranging and sorting ideas

7

Page 55: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ 3x5 Note Cards

– 3" x 5" note cards can be used in several situations• Brainstorming• Folding into pieces• Making quick card decks

– Some designers are particularly fond of 3x2.5 half-cards

§ Post-it® Notes– Great for quickly arranging and sorting ideas– Also for sticky flags to add to other game pieces

7

Page 56: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ 3x5 Note Cards

– 3" x 5" note cards can be used in several situations• Brainstorming• Folding into pieces• Making quick card decks

– Some designers are particularly fond of 3x2.5 half-cards

§ Post-it® Notes– Great for quickly arranging and sorting ideas– Also for sticky flags to add to other game pieces

§ Whiteboard

7

Page 57: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ 3x5 Note Cards

– 3" x 5" note cards can be used in several situations• Brainstorming• Folding into pieces• Making quick card decks

– Some designers are particularly fond of 3x2.5 half-cards

§ Post-it® Notes– Great for quickly arranging and sorting ideas– Also for sticky flags to add to other game pieces

§ Whiteboard– Have lots of colors of markers available

7

Page 58: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ 3x5 Note Cards

– 3" x 5" note cards can be used in several situations• Brainstorming• Folding into pieces• Making quick card decks

– Some designers are particularly fond of 3x2.5 half-cards

§ Post-it® Notes– Great for quickly arranging and sorting ideas– Also for sticky flags to add to other game pieces

§ Whiteboard– Have lots of colors of markers available– Be sure to snap a photo of the board before erasing it!

7

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Paper Prototyping Tools

8

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Paper Prototyping Tools§ Pipe Cleaners / Legos / Building Toys

8

Page 61: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ Pipe Cleaners / Legos / Building Toys

– Tools you can use to quickly build things

8

Page 62: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ Pipe Cleaners / Legos / Building Toys

– Tools you can use to quickly build things

§ A Notebook

8

Page 63: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ Pipe Cleaners / Legos / Building Toys

– Tools you can use to quickly build things

§ A Notebook– Any designer should always have a notebook handy

8

Page 64: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ Pipe Cleaners / Legos / Building Toys

– Tools you can use to quickly build things

§ A Notebook– Any designer should always have a notebook handy

• I use a pocket-sized Moleskine with unlined paper

8

Page 65: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ Pipe Cleaners / Legos / Building Toys

– Tools you can use to quickly build things

§ A Notebook– Any designer should always have a notebook handy

• I use a pocket-sized Moleskine with unlined paper– Small enough to carry / Large enough to hold lots of ideas

8

Page 66: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ Pipe Cleaners / Legos / Building Toys

– Tools you can use to quickly build things

§ A Notebook– Any designer should always have a notebook handy

• I use a pocket-sized Moleskine with unlined paper– Small enough to carry / Large enough to hold lots of ideas– Take notes any time someone plays your prototype

8

Page 67: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ Pipe Cleaners / Legos / Building Toys

– Tools you can use to quickly build things

§ A Notebook– Any designer should always have a notebook handy

• I use a pocket-sized Moleskine with unlined paper– Small enough to carry / Large enough to hold lots of ideas– Take notes any time someone plays your prototype

• You always think you'll remember important details…

8

Page 68: IGDPD C09-Paper Prototypingbook.prototools.net › wp-content › uploads › 2014 › 06 › IGDPD C09-P… · Benefits of Paper Prototypes! Paper Prototyping Tools! Example Paper

Paper Prototyping Tools§ Pipe Cleaners / Legos / Building Toys

– Tools you can use to quickly build things

§ A Notebook– Any designer should always have a notebook handy

• I use a pocket-sized Moleskine with unlined paper– Small enough to carry / Large enough to hold lots of ideas– Take notes any time someone plays your prototype

• You always think you'll remember important details…• But that's often just not true

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Paper Prototyping Tools§ Pipe Cleaners / Legos / Building Toys

– Tools you can use to quickly build things

§ A Notebook– Any designer should always have a notebook handy

• I use a pocket-sized Moleskine with unlined paper– Small enough to carry / Large enough to hold lots of ideas– Take notes any time someone plays your prototype

• You always think you'll remember important details…• But that's often just not true

– Some people can use a digital notebook

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Paper Prototyping Tools§ Pipe Cleaners / Legos / Building Toys

– Tools you can use to quickly build things

§ A Notebook– Any designer should always have a notebook handy

• I use a pocket-sized Moleskine with unlined paper– Small enough to carry / Large enough to hold lots of ideas– Take notes any time someone plays your prototype

• You always think you'll remember important details…• But that's often just not true

– Some people can use a digital notebook• An iPad or other tablet

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Paper Prototyping Tools§ Pipe Cleaners / Legos / Building Toys

– Tools you can use to quickly build things

§ A Notebook– Any designer should always have a notebook handy

• I use a pocket-sized Moleskine with unlined paper– Small enough to carry / Large enough to hold lots of ideas– Take notes any time someone plays your prototype

• You always think you'll remember important details…• But that's often just not true

– Some people can use a digital notebook• An iPad or other tablet• I carry both digital and paper notebooks

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Example Paper Prototype

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Example Paper Prototype§ Initial Digital Game Concept

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Example Paper Prototype§ Initial Digital Game Concept

– Tablet game

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Example Paper Prototype§ Initial Digital Game Concept

– Tablet game– Based on the Blitz turn-based tactical combat system in

Valkyria Chronicles (SEGA, 2008 for PlayStation 3)

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Example Paper Prototype§ Initial Digital Game Concept

– Tablet game– Based on the Blitz turn-based tactical combat system in

Valkyria Chronicles (SEGA, 2008 for PlayStation 3)– Combat is a mixture of turn-based and real-time

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Example Paper Prototype§ Initial Digital Game Concept

– Tablet game– Based on the Blitz turn-based tactical combat system in

Valkyria Chronicles (SEGA, 2008 for PlayStation 3)– Combat is a mixture of turn-based and real-time

• Player moves a single character in real-time

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Example Paper Prototype§ Initial Digital Game Concept

– Tablet game– Based on the Blitz turn-based tactical combat system in

Valkyria Chronicles (SEGA, 2008 for PlayStation 3)– Combat is a mixture of turn-based and real-time

• Player moves a single character in real-time• The character can move a limited distance

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Example Paper Prototype§ Initial Digital Game Concept

– Tablet game– Based on the Blitz turn-based tactical combat system in

Valkyria Chronicles (SEGA, 2008 for PlayStation 3)– Combat is a mixture of turn-based and real-time

• Player moves a single character in real-time• The character can move a limited distance• Enemy characters are immobile, but can shoot at the player's

character if they see her

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Example Paper Prototype

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Example Paper Prototype§ Initial Game Concept

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Example Paper Prototype§ Initial Game Concept

– Start by making simple mockups of the digital game screens

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Example Paper Prototype

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Example Paper Prototype§ Elements that can be tested with the paper prototype

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Example Paper Prototype§ Elements that can be tested with the paper prototype

– Map Layouts / Level Design

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Example Paper Prototype§ Elements that can be tested with the paper prototype

– Map Layouts / Level Design• What kind of maps will work well for this game?

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Example Paper Prototype§ Elements that can be tested with the paper prototype

– Map Layouts / Level Design• What kind of maps will work well for this game?• Which layouts make the game easier or more difficult for the player?

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Example Paper Prototype§ Elements that can be tested with the paper prototype

– Map Layouts / Level Design• What kind of maps will work well for this game?• Which layouts make the game easier or more difficult for the player?

– Artificial Intelligence

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Example Paper Prototype§ Elements that can be tested with the paper prototype

– Map Layouts / Level Design• What kind of maps will work well for this game?• Which layouts make the game easier or more difficult for the player?

– Artificial Intelligence• As the Game Master (GM), the designer will play the role of the AI

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Example Paper Prototype§ Elements that can be tested with the paper prototype

– Map Layouts / Level Design• What kind of maps will work well for this game?• Which layouts make the game easier or more difficult for the player?

– Artificial Intelligence• As the Game Master (GM), the designer will play the role of the AI• Acting as the computer player during playtests, the designer can

learn several things

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Example Paper Prototype§ Elements that can be tested with the paper prototype

– Map Layouts / Level Design• What kind of maps will work well for this game?• Which layouts make the game easier or more difficult for the player?

– Artificial Intelligence• As the Game Master (GM), the designer will play the role of the AI• Acting as the computer player during playtests, the designer can

learn several things– How much information about the player's troops the AI should have

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Example Paper Prototype§ Elements that can be tested with the paper prototype

– Map Layouts / Level Design• What kind of maps will work well for this game?• Which layouts make the game easier or more difficult for the player?

– Artificial Intelligence• As the Game Master (GM), the designer will play the role of the AI• Acting as the computer player during playtests, the designer can

learn several things– How much information about the player's troops the AI should have– The best goals (and ranking of goals) for the AI

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Example Paper Prototype§ Elements that can be tested with the paper prototype

– Map Layouts / Level Design• What kind of maps will work well for this game?• Which layouts make the game easier or more difficult for the player?

– Artificial Intelligence• As the Game Master (GM), the designer will play the role of the AI• Acting as the computer player during playtests, the designer can

learn several things– How much information about the player's troops the AI should have– The best goals (and ranking of goals) for the AI– Good AI moves and attack types

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Example Paper Prototype§ Elements that can be tested with the paper prototype

– Map Layouts / Level Design• What kind of maps will work well for this game?• Which layouts make the game easier or more difficult for the player?

– Artificial Intelligence• As the Game Master (GM), the designer will play the role of the AI• Acting as the computer player during playtests, the designer can

learn several things– How much information about the player's troops the AI should have– The best goals (and ranking of goals) for the AI– Good AI moves and attack types

• From the experience of pretending to be the AI during playtests, a designer can learn how the AI should be designed

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Example Paper Prototype§ Elements that can be tested with the paper prototype

– Map Layouts / Level Design• What kind of maps will work well for this game?• Which layouts make the game easier or more difficult for the player?

– Artificial Intelligence• As the Game Master (GM), the designer will play the role of the AI• Acting as the computer player during playtests, the designer can

learn several things– How much information about the player's troops the AI should have– The best goals (and ranking of goals) for the AI– Good AI moves and attack types

• From the experience of pretending to be the AI during playtests, a designer can learn how the AI should be designed

• Remember, the AI should be designed not to defeat the player, but instead to be fun for the player to defeat!

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Example Paper Prototype

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Example Paper Prototype§ Elements that can be tested with the paper prototype

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Example Paper Prototype§ Elements that can be tested with the paper prototype

– Weapon Designs

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Example Paper Prototype§ Elements that can be tested with the paper prototype

– Weapon Designs• Several aspects of weapon design can be tested

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Example Paper Prototype§ Elements that can be tested with the paper prototype

– Weapon Designs• Several aspects of weapon design can be tested

– Chances of each shot hitting (Accuracy)

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Example Paper Prototype§ Elements that can be tested with the paper prototype

– Weapon Designs• Several aspects of weapon design can be tested

– Chances of each shot hitting (Accuracy)– Amount of damage per shot

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Example Paper Prototype§ Elements that can be tested with the paper prototype

– Weapon Designs• Several aspects of weapon design can be tested

– Chances of each shot hitting (Accuracy)– Amount of damage per shot– Effective range

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Example Paper Prototype§ Elements that can be tested with the paper prototype

– Weapon Designs• Several aspects of weapon design can be tested

– Chances of each shot hitting (Accuracy)– Amount of damage per shot– Effective range– Balance vs. other weapons

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Example Paper Prototype§ Elements that can be tested with the paper prototype

– Weapon Designs• Several aspects of weapon design can be tested

– Chances of each shot hitting (Accuracy)– Amount of damage per shot– Effective range– Balance vs. other weapons– And several others similar aspects

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Example Paper Prototype§ Elements that can be tested with the paper prototype

– Weapon Designs• Several aspects of weapon design can be tested

– Chances of each shot hitting (Accuracy)– Amount of damage per shot– Effective range– Balance vs. other weapons– And several others similar aspects

– Finding the Fun

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Example Paper Prototype§ Elements that can be tested with the paper prototype

– Weapon Designs• Several aspects of weapon design can be tested

– Chances of each shot hitting (Accuracy)– Amount of damage per shot– Effective range– Balance vs. other weapons– And several others similar aspects

– Finding the Fun• Some of the fun of the digital game will be due to graphics,

movement, and touch-based interaction

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Example Paper Prototype§ Elements that can be tested with the paper prototype

– Weapon Designs• Several aspects of weapon design can be tested

– Chances of each shot hitting (Accuracy)– Amount of damage per shot– Effective range– Balance vs. other weapons– And several others similar aspects

– Finding the Fun• Some of the fun of the digital game will be due to graphics,

movement, and touch-based interaction• But, the fun of the core mechanic should come from tactically

outsmarting the enemies

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Example Paper Prototype§ Elements that can be tested with the paper prototype

– Weapon Designs• Several aspects of weapon design can be tested

– Chances of each shot hitting (Accuracy)– Amount of damage per shot– Effective range– Balance vs. other weapons– And several others similar aspects

– Finding the Fun• Some of the fun of the digital game will be due to graphics,

movement, and touch-based interaction• But, the fun of the core mechanic should come from tactically

outsmarting the enemies– This can absolutely happen in the paper prototype

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Constructing the Prototype

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Constructing the Prototype§ Start this game by building a Player Map

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Constructing the Prototype§ Start this game by building a Player Map

– 1/2" Hex graph paper

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Constructing the Prototype§ Start this game by building a Player Map

– 1/2" Hex graph paper– Gray = buildings / Brown = low walls / Red = capture points

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Constructing the Prototype

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Constructing the Prototype§ Then make a GM (Game Master) Map

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Constructing the Prototype§ Then make a GM (Game Master) Map

– 1/4" Hex graph paper

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Constructing the Prototype§ Then make a GM (Game Master) Map

– 1/4" Hex graph paper– Little red triangles = Enemy units

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Constructing the Prototype§ Then make a GM (Game Master) Map

– 1/4" Hex graph paper– Little red triangles = Enemy units– When placing enemy units, remember

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Constructing the Prototype§ Then make a GM (Game Master) Map

– 1/4" Hex graph paper– Little red triangles = Enemy units– When placing enemy units, remember

• You are designing for player fun and (eventual) success

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Constructing the Prototype§ Then make a GM (Game Master) Map

– 1/4" Hex graph paper– Little red triangles = Enemy units– When placing enemy units, remember

• You are designing for player fun and (eventual) success• Players want to be able to sneak up on enemies

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Constructing the Prototype§ Then make a GM (Game Master) Map

– 1/4" Hex graph paper– Little red triangles = Enemy units– When placing enemy units, remember

• You are designing for player fun and (eventual) success• Players want to be able to sneak up on enemies• Leave blind spots in your patrols

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Constructing the Prototype: Rules

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Constructing the Prototype: Rules§ Objective

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Constructing the Prototype: Rules§ Objective

– The player's objective is to capture all three control points

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Constructing the Prototype: Rules§ Objective

– The player's objective is to capture all three control points

§ Required Equipment

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Constructing the Prototype: Rules§ Objective

– The player's objective is to capture all three control points

§ Required Equipment– 1/2" Hex-grid map showing buildings, walls, & control points

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Constructing the Prototype: Rules§ Objective

– The player's objective is to capture all three control points

§ Required Equipment– 1/2" Hex-grid map showing buildings, walls, & control points– 1/4" Hex-grid map for the GM showing enemy unit locations

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Constructing the Prototype: Rules§ Objective

– The player's objective is to capture all three control points

§ Required Equipment– 1/2" Hex-grid map showing buildings, walls, & control points– 1/4" Hex-grid map for the GM showing enemy unit locations– Several six-sided dice

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Constructing the Prototype: Rules§ Objective

– The player's objective is to capture all three control points

§ Required Equipment– 1/2" Hex-grid map showing buildings, walls, & control points– 1/4" Hex-grid map for the GM showing enemy unit locations– Several six-sided dice– Unit markers that can fit within a single hex and have an

obvious facing direction

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Constructing the Prototype: Rules§ Objective

– The player's objective is to capture all three control points

§ Required Equipment– 1/2" Hex-grid map showing buildings, walls, & control points– 1/4" Hex-grid map for the GM showing enemy unit locations– Several six-sided dice– Unit markers that can fit within a single hex and have an

obvious facing direction• Units should also be colored and numbered (e.g. Red-5)

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Constructing the Prototype: Rules§ Objective

– The player's objective is to capture all three control points

§ Required Equipment– 1/2" Hex-grid map showing buildings, walls, & control points– 1/4" Hex-grid map for the GM showing enemy unit locations– Several six-sided dice– Unit markers that can fit within a single hex and have an

obvious facing direction• Units should also be colored and numbered (e.g. Red-5)• Player units are blue / Enemy units are red

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Constructing the Prototype: Rules§ Objective

– The player's objective is to capture all three control points

§ Required Equipment– 1/2" Hex-grid map showing buildings, walls, & control points– 1/4" Hex-grid map for the GM showing enemy unit locations– Several six-sided dice– Unit markers that can fit within a single hex and have an

obvious facing direction• Units should also be colored and numbered (e.g. Red-5)• Player units are blue / Enemy units are red

– Colors don't matter, but avoid red/green for colorblindness

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Constructing the Prototype: Rules§ Objective

– The player's objective is to capture all three control points

§ Required Equipment– 1/2" Hex-grid map showing buildings, walls, & control points– 1/4" Hex-grid map for the GM showing enemy unit locations– Several six-sided dice– Unit markers that can fit within a single hex and have an

obvious facing direction• Units should also be colored and numbered (e.g. Red-5)• Player units are blue / Enemy units are red

– Colors don't matter, but avoid red/green for colorblindness

– A sheet of paper to track the health of each unit

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Constructing the Prototype: Rules§ Objective

– The player's objective is to capture all three control points

§ Required Equipment– 1/2" Hex-grid map showing buildings, walls, & control points– 1/4" Hex-grid map for the GM showing enemy unit locations– Several six-sided dice– Unit markers that can fit within a single hex and have an

obvious facing direction• Units should also be colored and numbered (e.g. Red-5)• Player units are blue / Enemy units are red

– Colors don't matter, but avoid red/green for colorblindness

– A sheet of paper to track the health of each unit– A sheet of paper for playtest notes

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Constructing the Prototype: Rules

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Constructing the Prototype: Rules§ Setup

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Constructing the Prototype: Rules§ Setup

– The player is given four units

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Constructing the Prototype: Rules§ Setup

– The player is given four units• In the first playtest, all units will have the same weapons and abilities

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Constructing the Prototype: Rules§ Setup

– The player is given four units• In the first playtest, all units will have the same weapons and abilities

– Player may select any hex on the edge of the map as her start position and place one unit there

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Constructing the Prototype: Rules§ Setup

– The player is given four units• In the first playtest, all units will have the same weapons and abilities

– Player may select any hex on the edge of the map as her start position and place one unit there

• All other player units must be placed in adjacent hexes

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Constructing the Prototype: Rules

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Constructing the Prototype: Rules§ Visibility

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Constructing the Prototype: Rules§ Visibility

– A unit can see a distance of 10 spaces in an arc in front of it

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Constructing the Prototype: Rules§ Visibility

– A unit can see a distance of 10 spaces in an arc in front of it• Units can also share visibility information with nearby units

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Constructing the Prototype: Rules§ Visibility

– A unit can see a distance of 10 spaces in an arc in front of it• Units can also share visibility information with nearby units• Buildings block visibility

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Constructing the Prototype: Rules§ Visibility

– A unit can see a distance of 10 spaces in an arc in front of it• Units can also share visibility information with nearby units• Buildings block visibility• Visibility is shown in the red hexes below

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Constructing the Prototype: Rules§ Visibility

– A unit can see a distance of 10 spaces in an arc in front of it• Units can also share visibility information with nearby units• Buildings block visibility• Visibility is shown in the red hexes below

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Constructing the Prototype: Rules§ Visibility

– A unit can see a distance of 10 spaces in an arc in front of it• Units can also share visibility information with nearby units• Buildings block visibility• Visibility is shown in the red hexes below

– The GM is responsible for visibility calculations

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Constructing the Prototype: Rules§ Visibility

– A unit can see a distance of 10 spaces in an arc in front of it• Units can also share visibility information with nearby units• Buildings block visibility• Visibility is shown in the red hexes below

– The GM is responsible for visibility calculations• As soon as an enemy unit is visible to the player, the GM should

place it on the player map

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Constructing the Prototype: Rules§ Visibility

– A unit can see a distance of 10 spaces in an arc in front of it• Units can also share visibility information with nearby units• Buildings block visibility• Visibility is shown in the red hexes below

– The GM is responsible for visibility calculations• As soon as an enemy unit is visible to the player, the GM should

place it on the player map• When the enemy unit is not longer visible, the GM should remove it

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Constructing the Prototype: Rules

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Constructing the Prototype: Rules§ Movement

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Constructing the Prototype: Rules§ Movement

– On each of the player's turns, she has 4 Action Points (AP)

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Constructing the Prototype: Rules§ Movement

– On each of the player's turns, she has 4 Action Points (AP)– Spending 1 AP allows her to move one player unit

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Constructing the Prototype: Rules§ Movement

– On each of the player's turns, she has 4 Action Points (AP)– Spending 1 AP allows her to move one player unit

• A unit can move 8 hexes on its first action per turn

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Constructing the Prototype: Rules§ Movement

– On each of the player's turns, she has 4 Action Points (AP)– Spending 1 AP allows her to move one player unit

• A unit can move 8 hexes on its first action per turn• If more AP are used on the same unit this turn, it moves 2 less / AP

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Constructing the Prototype: Rules§ Movement

– On each of the player's turns, she has 4 Action Points (AP)– Spending 1 AP allows her to move one player unit

• A unit can move 8 hexes on its first action per turn• If more AP are used on the same unit this turn, it moves 2 less / AP

– 2nd AP = 6 hexes, 3rd AP = 4 hexes, 4th AP = 2 hexes

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Constructing the Prototype: Rules§ Movement

– On each of the player's turns, she has 4 Action Points (AP)– Spending 1 AP allows her to move one player unit

• A unit can move 8 hexes on its first action per turn• If more AP are used on the same unit this turn, it moves 2 less / AP

– 2nd AP = 6 hexes, 3rd AP = 4 hexes, 4th AP = 2 hexes

– Player units can move in any direction

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Constructing the Prototype: Rules§ Movement

– On each of the player's turns, she has 4 Action Points (AP)– Spending 1 AP allows her to move one player unit

• A unit can move 8 hexes on its first action per turn• If more AP are used on the same unit this turn, it moves 2 less / AP

– 2nd AP = 6 hexes, 3rd AP = 4 hexes, 4th AP = 2 hexes

– Player units can move in any direction– While moving, the unit has visibility of 10 in all directions

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Constructing the Prototype: Rules§ Movement

– On each of the player's turns, she has 4 Action Points (AP)– Spending 1 AP allows her to move one player unit

• A unit can move 8 hexes on its first action per turn• If more AP are used on the same unit this turn, it moves 2 less / AP

– 2nd AP = 6 hexes, 3rd AP = 4 hexes, 4th AP = 2 hexes

– Player units can move in any direction– While moving, the unit has visibility of 10 in all directions

• Facing only matters when units are stationary

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Constructing the Prototype: Rules§ Movement

– On each of the player's turns, she has 4 Action Points (AP)– Spending 1 AP allows her to move one player unit

• A unit can move 8 hexes on its first action per turn• If more AP are used on the same unit this turn, it moves 2 less / AP

– 2nd AP = 6 hexes, 3rd AP = 4 hexes, 4th AP = 2 hexes

– Player units can move in any direction– While moving, the unit has visibility of 10 in all directions

• Facing only matters when units are stationary– Once during an action, the player unit can fire her weapon

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Constructing the Prototype: Rules

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Constructing the Prototype: Rules§ Weapons and Firing

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Constructing the Prototype: Rules§ Weapons and Firing

– Each unit carries one weapon

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Constructing the Prototype: Rules§ Weapons and Firing

– Each unit carries one weapon• Give all units Pistols in the initial playtest

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Constructing the Prototype: Rules§ Weapons and Firing

– Each unit carries one weapon• Give all units Pistols in the initial playtest

– A unit can shoot at any other unit that is visible to it

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Constructing the Prototype: Rules§ Weapons and Firing

– Each unit carries one weapon• Give all units Pistols in the initial playtest

– A unit can shoot at any other unit that is visible to it– Process:

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Constructing the Prototype: Rules§ Weapons and Firing

– Each unit carries one weapon• Give all units Pistols in the initial playtest

– A unit can shoot at any other unit that is visible to it– Process:

• Calculate the odds of hitting based on the range to the enemy and the table on the next slide

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Constructing the Prototype: Rules§ Weapons and Firing

– Each unit carries one weapon• Give all units Pistols in the initial playtest

– A unit can shoot at any other unit that is visible to it– Process:

• Calculate the odds of hitting based on the range to the enemy and the table on the next slide

• Roll 1d6 for each of the shots fired (a Pistol has 3 shots)

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Constructing the Prototype: Rules§ Weapons and Firing

– Each unit carries one weapon• Give all units Pistols in the initial playtest

– A unit can shoot at any other unit that is visible to it– Process:

• Calculate the odds of hitting based on the range to the enemy and the table on the next slide

• Roll 1d6 for each of the shots fired (a Pistol has 3 shots)• Compare each die roll with the to-hit value for that range

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Constructing the Prototype: Rules§ Weapons and Firing

– Each unit carries one weapon• Give all units Pistols in the initial playtest

– A unit can shoot at any other unit that is visible to it– Process:

• Calculate the odds of hitting based on the range to the enemy and the table on the next slide

• Roll 1d6 for each of the shots fired (a Pistol has 3 shots)• Compare each die roll with the to-hit value for that range• The enemy unit would take 2 points of damage for each shot that hit

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Constructing the Prototype: Rules

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Constructing the Prototype: Rules§ Weapons and Firing

– Each unit carries one weapon• Give all units Pistols in the initial playtest

– A unit can shoot at any other unit that is visible to it– Process:

• Calculate the odds of hitting based on the range to the enemy and the table on the next slide

• Roll 1d6 for each of the shots fired (a Pistol has 3 shots)• Compare each die roll with the to-hit value for that range• The enemy unit would take 2 points of damage for each shot that hit

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Constructing the Prototype: Rules§ Weapons and Firing

– Each unit carries one weapon• Give all units Pistols in the initial playtest

– A unit can shoot at any other unit that is visible to it– Process:

• Calculate the odds of hitting based on the range to the enemy and the table on the next slide

• Roll 1d6 for each of the shots fired (a Pistol has 3 shots)• Compare each die roll with the to-hit value for that range• The enemy unit would take 2 points of damage for each shot that hit

– Counterattacks!

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Constructing the Prototype: Rules§ Weapons and Firing

– Each unit carries one weapon• Give all units Pistols in the initial playtest

– A unit can shoot at any other unit that is visible to it– Process:

• Calculate the odds of hitting based on the range to the enemy and the table on the next slide

• Roll 1d6 for each of the shots fired (a Pistol has 3 shots)• Compare each die roll with the to-hit value for that range• The enemy unit would take 2 points of damage for each shot that hit

– Counterattacks!• If the targeted unit is survives the attack:

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Constructing the Prototype: Rules§ Weapons and Firing

– Each unit carries one weapon• Give all units Pistols in the initial playtest

– A unit can shoot at any other unit that is visible to it– Process:

• Calculate the odds of hitting based on the range to the enemy and the table on the next slide

• Roll 1d6 for each of the shots fired (a Pistol has 3 shots)• Compare each die roll with the to-hit value for that range• The enemy unit would take 2 points of damage for each shot that hit

– Counterattacks!• If the targeted unit is survives the attack:

– It immediately turns to face its attacker and shoots back

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Constructing the Prototype: Rules

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Constructing the Prototype: Rules§ Cover

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Constructing the Prototype: Rules§ Cover

– If a unit is in a hex that is adjacent to either a low wall or the corner of a building, it is considered in cover

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Constructing the Prototype: Rules§ Cover

– If a unit is in a hex that is adjacent to either a low wall or the corner of a building, it is considered in cover

– While in cover, the damage taken by a unit is halved (rounded down)

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Constructing the Prototype: Rules§ Cover

– If a unit is in a hex that is adjacent to either a low wall or the corner of a building, it is considered in cover

– While in cover, the damage taken by a unit is halved (rounded down)

• If a unit is shot, and the damage would have totaled 7 points

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Constructing the Prototype: Rules§ Cover

– If a unit is in a hex that is adjacent to either a low wall or the corner of a building, it is considered in cover

– While in cover, the damage taken by a unit is halved (rounded down)

• If a unit is shot, and the damage would have totaled 7 points• The damage is halved and rounded down to 3 if the unit is in cover

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Constructing the Prototype: Rules

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Constructing the Prototype: Rules§ Corner Cover and Visibility

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Constructing the Prototype: Rules§ Corner Cover and Visibility

– If a unit is in cover next to the corner of a building the unit is treated as having visibility around both sides of the corner

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Constructing the Prototype: Rules§ Corner Cover and Visibility

– If a unit is in cover next to the corner of a building the unit is treated as having visibility around both sides of the corner

• Simulates peering around the corner

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Constructing the Prototype: Rules

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Constructing the Prototype: Rules§ Health

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Constructing the Prototype: Rules§ Health

– Each unit starts with 6 points of health

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Constructing the Prototype: Rules§ Health

– Each unit starts with 6 points of health– If a unit's health drops to 0, that unit is knocked out

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Constructing the Prototype: Rules§ Health

– Each unit starts with 6 points of health– If a unit's health drops to 0, that unit is knocked out

• Knocked out units cannot act, but are immune to damage

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Constructing the Prototype: Rules§ Health

– Each unit starts with 6 points of health– If a unit's health drops to 0, that unit is knocked out

• Knocked out units cannot act, but are immune to damage

§ Health Pack

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Constructing the Prototype: Rules§ Health

– Each unit starts with 6 points of health– If a unit's health drops to 0, that unit is knocked out

• Knocked out units cannot act, but are immune to damage

§ Health Pack– Each unit carries 1 health pack

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Constructing the Prototype: Rules§ Health

– Each unit starts with 6 points of health– If a unit's health drops to 0, that unit is knocked out

• Knocked out units cannot act, but are immune to damage

§ Health Pack– Each unit carries 1 health pack– A health pack can be used

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Constructing the Prototype: Rules§ Health

– Each unit starts with 6 points of health– If a unit's health drops to 0, that unit is knocked out

• Knocked out units cannot act, but are immune to damage

§ Health Pack– Each unit carries 1 health pack– A health pack can be used

• In place of the attack during an action

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Constructing the Prototype: Rules§ Health

– Each unit starts with 6 points of health– If a unit's health drops to 0, that unit is knocked out

• Knocked out units cannot act, but are immune to damage

§ Health Pack– Each unit carries 1 health pack– A health pack can be used

• In place of the attack during an action• On the active unit or on a unit in an adjacent hex

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Constructing the Prototype: Rules§ Health

– Each unit starts with 6 points of health– If a unit's health drops to 0, that unit is knocked out

• Knocked out units cannot act, but are immune to damage

§ Health Pack– Each unit carries 1 health pack– A health pack can be used

• In place of the attack during an action• On the active unit or on a unit in an adjacent hex

– A health pack replaces 4 points of health

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Constructing the Prototype: Rules§ Health

– Each unit starts with 6 points of health– If a unit's health drops to 0, that unit is knocked out

• Knocked out units cannot act, but are immune to damage

§ Health Pack– Each unit carries 1 health pack– A health pack can be used

• In place of the attack during an action• On the active unit or on a unit in an adjacent hex

– A health pack replaces 4 points of health• This can revive a knocked out unit

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Constructing the Prototype: Rules§ Health

– Each unit starts with 6 points of health– If a unit's health drops to 0, that unit is knocked out

• Knocked out units cannot act, but are immune to damage

§ Health Pack– Each unit carries 1 health pack– A health pack can be used

• In place of the attack during an action• On the active unit or on a unit in an adjacent hex

– A health pack replaces 4 points of health• This can revive a knocked out unit• Health cannot be raised above 6

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Constructing the Prototype: Rules

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Constructing the Prototype: Rules§ Interception Fire

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Constructing the Prototype: Rules§ Interception Fire

– Stationary units can sometimes fire on the active unit!

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Constructing the Prototype: Rules§ Interception Fire

– Stationary units can sometimes fire on the active unit!– This Interception Attack happens when:

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Constructing the Prototype: Rules§ Interception Fire

– Stationary units can sometimes fire on the active unit!– This Interception Attack happens when:

• The active unit enters the stationary unit's visibility and firing range

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Constructing the Prototype: Rules§ Interception Fire

– Stationary units can sometimes fire on the active unit!– This Interception Attack happens when:

• The active unit enters the stationary unit's visibility and firing range• The active unit exits the stationary unit's visibility (or firing range, if

that is shorter)

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Constructing the Prototype: Rules§ Interception Fire

– Stationary units can sometimes fire on the active unit!– This Interception Attack happens when:

• The active unit enters the stationary unit's visibility and firing range• The active unit exits the stationary unit's visibility (or firing range, if

that is shorter)• The active unit ends its action within the stationary unit's visibility

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Constructing the Prototype: Rules§ Interception Fire

– Stationary units can sometimes fire on the active unit!– This Interception Attack happens when:

• The active unit enters the stationary unit's visibility and firing range• The active unit exits the stationary unit's visibility (or firing range, if

that is shorter)• The active unit ends its action within the stationary unit's visibility

– Once the stationary unit has fired on the active unit, the stationary unit will turn its facing to follow the active unit

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Constructing the Prototype: Rules§ Interception Fire

– Stationary units can sometimes fire on the active unit!– This Interception Attack happens when:

• The active unit enters the stationary unit's visibility and firing range• The active unit exits the stationary unit's visibility (or firing range, if

that is shorter)• The active unit ends its action within the stationary unit's visibility

– Once the stationary unit has fired on the active unit, the stationary unit will turn its facing to follow the active unit

– In an Interception Attack half of the normal shots are fired (rounded up)

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Constructing the Prototype: Rules§ Interception Fire

– Stationary units can sometimes fire on the active unit!– This Interception Attack happens when:

• The active unit enters the stationary unit's visibility and firing range• The active unit exits the stationary unit's visibility (or firing range, if

that is shorter)• The active unit ends its action within the stationary unit's visibility

– Once the stationary unit has fired on the active unit, the stationary unit will turn its facing to follow the active unit

– In an Interception Attack half of the normal shots are fired (rounded up)

– If both the active unit and the stationary unit wish to fire at the same time, the active unit always shoots first

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Constructing the Prototype: Rules

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Constructing the Prototype: Rules§ Capturing Control Points

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Constructing the Prototype: Rules§ Capturing Control Points

– The active unit may claim a Control Point if:

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Constructing the Prototype: Rules§ Capturing Control Points

– The active unit may claim a Control Point if:• It unit ends its action in a shaded Control Point area

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Constructing the Prototype: Rules§ Capturing Control Points

– The active unit may claim a Control Point if:• It unit ends its action in a shaded Control Point area• And there are no conscious enemies within the Control Point

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Constructing the Prototype: Rules§ Capturing Control Points

– The active unit may claim a Control Point if:• It unit ends its action in a shaded Control Point area• And there are no conscious enemies within the Control Point

– Enemy units can recapture the Control Point using the same rules

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Constructing the Prototype: Rules§ Capturing Control Points

– The active unit may claim a Control Point if:• It unit ends its action in a shaded Control Point area• And there are no conscious enemies within the Control Point

– Enemy units can recapture the Control Point using the same rules

– If the player captures all three Control Points, she wins!

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Constructing the Prototype: GM Strategy

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Constructing the Prototype: GM Strategy§ Remember, your goal is for the player to have fun

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Constructing the Prototype: GM Strategy§ Remember, your goal is for the player to have fun

– Not too easy, but also not too hard

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Constructing the Prototype: GM Strategy§ Remember, your goal is for the player to have fun

– Not too easy, but also not too hard

§ Things to consider

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Constructing the Prototype: GM Strategy§ Remember, your goal is for the player to have fun

– Not too easy, but also not too hard

§ Things to consider– The GM has more units than the player, so GM units

shouldn't be moved until they are aware of the player

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Constructing the Prototype: GM Strategy§ Remember, your goal is for the player to have fun

– Not too easy, but also not too hard

§ Things to consider– The GM has more units than the player, so GM units

shouldn't be moved until they are aware of the player• Either the unit sees a player unit or a nearby GM unit sees one

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Constructing the Prototype: GM Strategy§ Remember, your goal is for the player to have fun

– Not too easy, but also not too hard

§ Things to consider– The GM has more units than the player, so GM units

shouldn't be moved until they are aware of the player• Either the unit sees a player unit or a nearby GM unit sees one

– Once the player takes a Control Point, all GM units are aware it has been taken

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Constructing the Prototype: GM Strategy§ Remember, your goal is for the player to have fun

– Not too easy, but also not too hard

§ Things to consider– The GM has more units than the player, so GM units

shouldn't be moved until they are aware of the player• Either the unit sees a player unit or a nearby GM unit sees one

– Once the player takes a Control Point, all GM units are aware it has been taken

• GM units could start moving towards the Control Point to recapture it

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Constructing the Prototype: GM Strategy§ Remember, your goal is for the player to have fun

– Not too easy, but also not too hard

§ Things to consider– The GM has more units than the player, so GM units

shouldn't be moved until they are aware of the player• Either the unit sees a player unit or a nearby GM unit sees one

– Once the player takes a Control Point, all GM units are aware it has been taken

• GM units could start moving towards the Control Point to recapture it– Remember to track not only which GM units the player can

see but also which player units the GM units can see

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Constructing the Prototype: GM Strategy§ Remember, your goal is for the player to have fun

– Not too easy, but also not too hard

§ Things to consider– The GM has more units than the player, so GM units

shouldn't be moved until they are aware of the player• Either the unit sees a player unit or a nearby GM unit sees one

– Once the player takes a Control Point, all GM units are aware it has been taken

• GM units could start moving towards the Control Point to recapture it– Remember to track not only which GM units the player can

see but also which player units the GM units can see• GM units should only act on their local information

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Constructing the Prototype: GM Strategy§ Remember, your goal is for the player to have fun

– Not too easy, but also not too hard

§ Things to consider– The GM has more units than the player, so GM units

shouldn't be moved until they are aware of the player• Either the unit sees a player unit or a nearby GM unit sees one

– Once the player takes a Control Point, all GM units are aware it has been taken

• GM units could start moving towards the Control Point to recapture it– Remember to track not only which GM units the player can

see but also which player units the GM units can see• GM units should only act on their local information

– Take notes about which strategies work well to provide a fun, challenging experience for the player

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Playtest Questions

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Playtest Questions§ When you run the playtest, think about these

questions:

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Playtest Questions§ When you run the playtest, think about these

questions:– Did the map layout work? Why do you think it did or didn't?

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Playtest Questions§ When you run the playtest, think about these

questions:– Did the map layout work? Why do you think it did or didn't?– Are the weapons balanced? Is one over- or under-powered?

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Playtest Questions§ When you run the playtest, think about these

questions:– Did the map layout work? Why do you think it did or didn't?– Are the weapons balanced? Is one over- or under-powered?

• More on weapon balancing in Chapter 11

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Playtest Questions§ When you run the playtest, think about these

questions:– Did the map layout work? Why do you think it did or didn't?– Are the weapons balanced? Is one over- or under-powered?

• More on weapon balancing in Chapter 11– Is 6 points the right amount of initial health?

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Playtest Questions§ When you run the playtest, think about these

questions:– Did the map layout work? Why do you think it did or didn't?– Are the weapons balanced? Is one over- or under-powered?

• More on weapon balancing in Chapter 11– Is 6 points the right amount of initial health?

• Is 4 points the right amount to be healed?

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Playtest Questions§ When you run the playtest, think about these

questions:– Did the map layout work? Why do you think it did or didn't?– Are the weapons balanced? Is one over- or under-powered?

• More on weapon balancing in Chapter 11– Is 6 points the right amount of initial health?

• Is 4 points the right amount to be healed?– Is your GM strategy sound?

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Playtest Questions§ When you run the playtest, think about these

questions:– Did the map layout work? Why do you think it did or didn't?– Are the weapons balanced? Is one over- or under-powered?

• More on weapon balancing in Chapter 11– Is 6 points the right amount of initial health?

• Is 4 points the right amount to be healed?– Is your GM strategy sound?– Is the player having fun?

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Playtest Questions§ When you run the playtest, think about these

questions:– Did the map layout work? Why do you think it did or didn't?– Are the weapons balanced? Is one over- or under-powered?

• More on weapon balancing in Chapter 11– Is 6 points the right amount of initial health?

• Is 4 points the right amount to be healed?– Is your GM strategy sound?– Is the player having fun?

§ Be sure to write down all of these answers!

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Playtest Questions§ When you run the playtest, think about these

questions:– Did the map layout work? Why do you think it did or didn't?– Are the weapons balanced? Is one over- or under-powered?

• More on weapon balancing in Chapter 11– Is 6 points the right amount of initial health?

• Is 4 points the right amount to be healed?– Is your GM strategy sound?– Is the player having fun?

§ Be sure to write down all of these answers!§ More on testing in Chapter 10, "Game Testing"

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Best Uses of Paper Prototyping

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Best Uses of Paper Prototyping§ Understanding player movement through space

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Best Uses of Paper Prototyping§ Understanding player movement through space

– Players tend to choose similar paths through space

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Best Uses of Paper Prototyping§ Understanding player movement through space

– Players tend to choose similar paths through space– Understanding player flow through space will help you in all

aspects of level design

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Best Uses of Paper Prototyping§ Understanding player movement through space

– Players tend to choose similar paths through space– Understanding player flow through space will help you in all

aspects of level design

§ Balancing simple systems

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Best Uses of Paper Prototyping§ Understanding player movement through space

– Players tend to choose similar paths through space– Understanding player flow through space will help you in all

aspects of level design

§ Balancing simple systems– These weapons are all based on three simple variables

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Best Uses of Paper Prototyping§ Understanding player movement through space

– Players tend to choose similar paths through space– Understanding player flow through space will help you in all

aspects of level design

§ Balancing simple systems– These weapons are all based on three simple variables

• Accuracy over distance / Number of shots / Damage per shot

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Best Uses of Paper Prototyping§ Understanding player movement through space

– Players tend to choose similar paths through space– Understanding player flow through space will help you in all

aspects of level design

§ Balancing simple systems– These weapons are all based on three simple variables

• Accuracy over distance / Number of shots / Damage per shot– Balancing each weapon against the others can be complex

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Best Uses of Paper Prototyping§ Understanding player movement through space

– Players tend to choose similar paths through space– Understanding player flow through space will help you in all

aspects of level design

§ Balancing simple systems– These weapons are all based on three simple variables

• Accuracy over distance / Number of shots / Damage per shot– Balancing each weapon against the others can be complex

• Shotgun: 6 damage per shot, will kill an enemy with one shot

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Best Uses of Paper Prototyping§ Understanding player movement through space

– Players tend to choose similar paths through space– Understanding player flow through space will help you in all

aspects of level design

§ Balancing simple systems– These weapons are all based on three simple variables

• Accuracy over distance / Number of shots / Damage per shot– Balancing each weapon against the others can be complex

• Shotgun: 6 damage per shot, will kill an enemy with one shot– At a range of 1 to 4, any roll other than 1 will hit

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Best Uses of Paper Prototyping§ Understanding player movement through space

– Players tend to choose similar paths through space– Understanding player flow through space will help you in all

aspects of level design

§ Balancing simple systems– These weapons are all based on three simple variables

• Accuracy over distance / Number of shots / Damage per shot– Balancing each weapon against the others can be complex

• Shotgun: 6 damage per shot, will kill an enemy with one shot– At a range of 1 to 4, any roll other than 1 will hit– But if that shot misses, the enemy will take no damage at all

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Best Uses of Paper Prototyping§ Understanding player movement through space

– Players tend to choose similar paths through space– Understanding player flow through space will help you in all

aspects of level design

§ Balancing simple systems– These weapons are all based on three simple variables

• Accuracy over distance / Number of shots / Damage per shot– Balancing each weapon against the others can be complex

• Shotgun: 6 damage per shot, will kill an enemy with one shot– At a range of 1 to 4, any roll other than 1 will hit– But if that shot misses, the enemy will take no damage at all

• Machine Gun: 1 damage per shot (6 shots must hit to kill a enemy)

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Best Uses of Paper Prototyping§ Understanding player movement through space

– Players tend to choose similar paths through space– Understanding player flow through space will help you in all

aspects of level design

§ Balancing simple systems– These weapons are all based on three simple variables

• Accuracy over distance / Number of shots / Damage per shot– Balancing each weapon against the others can be complex

• Shotgun: 6 damage per shot, will kill an enemy with one shot– At a range of 1 to 4, any roll other than 1 will hit– But if that shot misses, the enemy will take no damage at all

• Machine Gun: 1 damage per shot (6 shots must hit to kill a enemy)– At a range of 1 to 4, any roll above 3 will hit

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Best Uses of Paper Prototyping§ Understanding player movement through space

– Players tend to choose similar paths through space– Understanding player flow through space will help you in all

aspects of level design

§ Balancing simple systems– These weapons are all based on three simple variables

• Accuracy over distance / Number of shots / Damage per shot– Balancing each weapon against the others can be complex

• Shotgun: 6 damage per shot, will kill an enemy with one shot– At a range of 1 to 4, any roll other than 1 will hit– But if that shot misses, the enemy will take no damage at all

• Machine Gun: 1 damage per shot (6 shots must hit to kill a enemy)– At a range of 1 to 4, any roll above 3 will hit – With 10 shots, it is much more likely that you will get close to the

average damage of the gun at that distance (5 points)

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Best Uses of Paper Prototyping

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Best Uses of Paper Prototyping§ Graphical User Interface (GUI)

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Best Uses of Paper Prototyping§ Graphical User Interface (GUI)

– Print several mock-ups of a GUI (i.e., buttons, menus, input fields)

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Best Uses of Paper Prototyping§ Graphical User Interface (GUI)

– Print several mock-ups of a GUI (i.e., buttons, menus, input fields)

– Ask testers which buttons they would press to accomplish a certain task (e.g., pausing the game, picking a character).

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Best Uses of Paper Prototyping§ Graphical User Interface (GUI)

– Print several mock-ups of a GUI (i.e., buttons, menus, input fields)

– Ask testers which buttons they would press to accomplish a certain task (e.g., pausing the game, picking a character).

§ Trying wild ideas

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Best Uses of Paper Prototyping§ Graphical User Interface (GUI)

– Print several mock-ups of a GUI (i.e., buttons, menus, input fields)

– Ask testers which buttons they would press to accomplish a certain task (e.g., pausing the game, picking a character).

§ Trying wild ideas– Easy to try a crazy rule every once in a while to see how it

changes gameplay

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Best Uses of Paper Prototyping§ Graphical User Interface (GUI)

– Print several mock-ups of a GUI (i.e., buttons, menus, input fields)

– Ask testers which buttons they would press to accomplish a certain task (e.g., pausing the game, picking a character).

§ Trying wild ideas– Easy to try a crazy rule every once in a while to see how it

changes gameplay• What if interception fire happened once for every step taken by a

moving player?

32

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Best Uses of Paper Prototyping§ Graphical User Interface (GUI)

– Print several mock-ups of a GUI (i.e., buttons, menus, input fields)

– Ask testers which buttons they would press to accomplish a certain task (e.g., pausing the game, picking a character).

§ Trying wild ideas– Easy to try a crazy rule every once in a while to see how it

changes gameplay• What if interception fire happened once for every step taken by a

moving player?• What if attackers got a damage or to-hit bonus for firing on a target

that was unaware of them (that is, that couldn't see them)?

32

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Best Uses of Paper Prototyping§ Graphical User Interface (GUI)

– Print several mock-ups of a GUI (i.e., buttons, menus, input fields)

– Ask testers which buttons they would press to accomplish a certain task (e.g., pausing the game, picking a character).

§ Trying wild ideas– Easy to try a crazy rule every once in a while to see how it

changes gameplay• What if interception fire happened once for every step taken by a

moving player?• What if attackers got a damage or to-hit bonus for firing on a target

that was unaware of them (that is, that couldn't see them)?– These are easy questions to answer with a paper prototype

32

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Poor Uses of Paper Prototyping

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Poor Uses of Paper Prototyping§ Tracking lots of information

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Poor Uses of Paper Prototyping§ Tracking lots of information

– Several things in the prototype could have been handled better by a computer

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Poor Uses of Paper Prototyping§ Tracking lots of information

– Several things in the prototype could have been handled better by a computer

• Visibility calculations

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Poor Uses of Paper Prototyping§ Tracking lots of information

– Several things in the prototype could have been handled better by a computer

• Visibility calculations• Tracking health

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Poor Uses of Paper Prototyping§ Tracking lots of information

– Several things in the prototype could have been handled better by a computer

• Visibility calculations• Tracking health• Counting how many spaces an attacker is from a target

33

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Poor Uses of Paper Prototyping§ Tracking lots of information

– Several things in the prototype could have been handled better by a computer

• Visibility calculations• Tracking health• Counting how many spaces an attacker is from a target• etc.

33

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Poor Uses of Paper Prototyping§ Tracking lots of information

– Several things in the prototype could have been handled better by a computer

• Visibility calculations• Tracking health• Counting how many spaces an attacker is from a target• etc.

– Paper prototype should focus on simple systems in a game

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Poor Uses of Paper Prototyping§ Tracking lots of information

– Several things in the prototype could have been handled better by a computer

• Visibility calculations• Tracking health• Counting how many spaces an attacker is from a target• etc.

– Paper prototype should focus on simple systems in a game• Level layout

33

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Poor Uses of Paper Prototyping§ Tracking lots of information

– Several things in the prototype could have been handled better by a computer

• Visibility calculations• Tracking health• Counting how many spaces an attacker is from a target• etc.

– Paper prototype should focus on simple systems in a game• Level layout• The general feel of each weapon

33

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Poor Uses of Paper Prototyping§ Tracking lots of information

– Several things in the prototype could have been handled better by a computer

• Visibility calculations• Tracking health• Counting how many spaces an attacker is from a target• etc.

– Paper prototype should focus on simple systems in a game• Level layout• The general feel of each weapon

– The "risky" shotgun and the "reliable" machine gun

33

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Poor Uses of Paper Prototyping§ Tracking lots of information

– Several things in the prototype could have been handled better by a computer

• Visibility calculations• Tracking health• Counting how many spaces an attacker is from a target• etc.

– Paper prototype should focus on simple systems in a game• Level layout• The general feel of each weapon

– The "risky" shotgun and the "reliable" machine gun

– Fine-tune this information later with the digital prototype

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Poor Uses of Paper Prototyping

34

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Poor Uses of Paper Prototyping§ Game rhythm for fast or slow games

34

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Poor Uses of Paper Prototyping§ Game rhythm for fast or slow games

– Paper prototypes can givea false impression of game rhythm if the game will be played much more quickly or more slowly than the paper prototype

34

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Poor Uses of Paper Prototyping§ Game rhythm for fast or slow games

– Paper prototypes can givea false impression of game rhythm if the game will be played much more quickly or more slowly than the paper prototype

• If this were an action game, the player would have a lot less time for thought and strategizing in the real game than the prototype

34

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Poor Uses of Paper Prototyping§ Game rhythm for fast or slow games

– Paper prototypes can givea false impression of game rhythm if the game will be played much more quickly or more slowly than the paper prototype

• If this were an action game, the player would have a lot less time for thought and strategizing in the real game than the prototype

§ Physical interface

34

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Poor Uses of Paper Prototyping§ Game rhythm for fast or slow games

– Paper prototypes can givea false impression of game rhythm if the game will be played much more quickly or more slowly than the paper prototype

• If this were an action game, the player would have a lot less time for thought and strategizing in the real game than the prototype

§ Physical interface– Paper prototypes work well for GUIs but have very little to

tell us about physical interfaces

34

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Poor Uses of Paper Prototyping§ Game rhythm for fast or slow games

– Paper prototypes can givea false impression of game rhythm if the game will be played much more quickly or more slowly than the paper prototype

• If this were an action game, the player would have a lot less time for thought and strategizing in the real game than the prototype

§ Physical interface– Paper prototypes work well for GUIs but have very little to

tell us about physical interfaces• Gamepad controllers / Touchscreens / Keyboard and Mouse / etc.

34

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Poor Uses of Paper Prototyping§ Game rhythm for fast or slow games

– Paper prototypes can givea false impression of game rhythm if the game will be played much more quickly or more slowly than the paper prototype

• If this were an action game, the player would have a lot less time for thought and strategizing in the real game than the prototype

§ Physical interface– Paper prototypes work well for GUIs but have very little to

tell us about physical interfaces• Gamepad controllers / Touchscreens / Keyboard and Mouse / etc.

– Only a digital prototype can test the actual physical interface that will be used by the player

34

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Chapter 9 – Summary

35

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Chapter 9 – Summary

35

§ Paper prototypes are quick and easy to implement

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Chapter 9 – Summary

35

§ Paper prototypes are quick and easy to implement§ They are great testbeds for game ideas

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Chapter 9 – Summary

35

§ Paper prototypes are quick and easy to implement§ They are great testbeds for game ideas§ They also teach you not to be discouraged if your

design isn't all that great

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Chapter 9 – Summary

35

§ Paper prototypes are quick and easy to implement§ They are great testbeds for game ideas§ They also teach you not to be discouraged if your

design isn't all that great– Just make another prototype with a different idea!

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Chapter 9 – Summary

35

§ Paper prototypes are quick and easy to implement§ They are great testbeds for game ideas§ They also teach you not to be discouraged if your

design isn't all that great– Just make another prototype with a different idea!

§ Next Chapter:

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Chapter 9 – Summary

35

§ Paper prototypes are quick and easy to implement§ They are great testbeds for game ideas§ They also teach you not to be discouraged if your

design isn't all that great– Just make another prototype with a different idea!

§ Next Chapter:– One of the most important aspects of game design is testing

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Chapter 9 – Summary

35

§ Paper prototypes are quick and easy to implement§ They are great testbeds for game ideas§ They also teach you not to be discouraged if your

design isn't all that great– Just make another prototype with a different idea!

§ Next Chapter:– One of the most important aspects of game design is testing– The next chapter covers several different types of game

testing and shows you how to run them