{"id":55,"date":"2020-01-05T18:46:29","date_gmt":"2020-01-05T18:46:29","guid":{"rendered":"https:\/\/pressbooks.usnh.edu\/creatinggames\/chapter\/the-design-process-prototyping\/"},"modified":"2023-06-07T17:37:58","modified_gmt":"2023-06-07T17:37:58","slug":"the-design-process-prototyping","status":"publish","type":"chapter","link":"https:\/\/pressbooks.usnh.edu\/creatinggames\/chapter\/the-design-process-prototyping\/","title":{"raw":"The Design Process: Prototyping","rendered":"The Design Process: Prototyping"},"content":{"raw":"<p data-adtags-visited=\"true\">Remember, the more times you can iterate on your idea, the better the final game will be. Once you have a basic idea, the next step is to get it in playable form as quickly and cheaply as possible. That will leave you with as much time as possible to playtest and iterate.<\/p>\n<p data-adtags-visited=\"true\">As mentioned last time, iteration is the most critical for those parts of your game that have high\u00a0<strong>design risk<\/strong>. For \u201cclone-and-tweak\u201d games where you are mostly lifting gameplay from an existing game, rapid prototyping is less important. This does not mean that \u201cclone\u201d games do not benefit from iteration, but simply that you should use it selectively in those areas where you\u00a0<em>are<\/em> innovating.<\/p>\n<p data-adtags-visited=\"true\"><strong>\u201cLaws\u201d of Prototyping<\/strong><\/p>\n<p data-adtags-visited=\"true\">Remember that the entire purpose of prototyping is to maximize the number of iterative cycles. Corollary: do everything you can to reduce the time required in each iteration. Now, consider that each iterative cycle consists generally of four steps: design, prototyping, playtesting, and evaluation. Of these steps, where can you save time?<\/p>\n\n<ul>\n \t<li>You can\u2019t really reduce the time it takes to design the rules of the game, without compromising your goals. You can\u2019t rush creativity.<\/li>\n \t<li>You\u00a0<em>can<\/em>\u00a0reduce time spent in playtesting by being efficient about scheduling and designing playtests to give maximum information for minimum play time\u2026 but there is a natural limit to this, and beyond a certain point you can\u2019t rush through playing the game.<\/li>\n \t<li>Evaluation doesn\u2019t take very long; you\u2019re making a simple yes\/no decision of whether the game is \u201cdone\u201d or \u201cgood enough\u201d based on playtest results. There is little to be gained by rushing through this further.<\/li>\n \t<li>So, that leaves reducing the time it takes to create a prototype.<\/li>\n<\/ul>\n<p data-adtags-visited=\"true\">Some things to keep in mind when building a playable prototype:<\/p>\n\n<ul>\n \t<li>Build it as fast as possible. Cut corners. Make it as ugly and cheap as you can get away with.<\/li>\n \t<li>Minimize what you need to build. Only do what is absolutely necessary to evaluate your game. If you\u2019re trying to test out a new combat system, you do not need to build the entire exploration system. If you\u2019re making a card game, hand writing on index cards is faster to make than typing everything into Powerpoint, printing on heavy card stock, and cutting it all out manually. There is a time and place for making nice-looking components, and the early stages of game design is\u00a0<strong>not<\/strong>\u00a0that time or that place.<\/li>\n \t<li>Make your prototype easy to change. You\u00a0<strong>will<\/strong>\u00a0find problems in playtesting, so make it easy to adjust on the fly.<\/li>\n<\/ul>\n<p data-adtags-visited=\"true\">All of these guidelines push designers towards one inevitable direction\u2026<\/p>\n<p data-adtags-visited=\"true\"><strong>Prototyping in Paper<\/strong><\/p>\n<p data-adtags-visited=\"true\">You can call it \u201cpaper\u201d or \u201ccardboard\u201d or \u201cnon-digital\u201d or \u201canalog\u201d or any number of things, but the idea is to have a physical, tabletop game that is playable without computers (or at least, without requiring programming code). Programming is wonderful and powerful but it is also slow and expensive in comparison to paper prototypes. Here are some advantages of paper prototyping:<\/p>\n\n<ul>\n \t<li>It is cheap. Most systems can be prototyped with little more than a pencil and some paper, although I will give suggestions for other components for those of you that have some money to spend.<\/li>\n \t<li>It\u2019s fast. You don\u2019t have to mess around with programming, or layouts, or artwork. Just write a few words on a scrap of paper.<\/li>\n \t<li>It\u2019s easy to change. Don\u2019t like one of your numbers? Erase it and write in a new one.<\/li>\n \t<li>There is no guilt about throwing it away. You came up with an idea that didn\u2019t work? Oh well, you lost a whole half hour. Big deal. It\u2019s like making stick-figure drawings: if your first attempt at drawing a stick figure doesn\u2019t work, it only took you a few seconds, so just cross it out and try again.<\/li>\n \t<li>Paper can be used to model most gameplay systems. Yes, even most of the ones we normally associate with being specific to video games.<\/li>\n \t<li>By making something\u00a0<em>playable<\/em>, you are forced to actually\u00a0<strong>design the systems<\/strong>. No more handwaving of \u201cthis game will have 50 undefined cards\u201d. You have to actually do your job as the game designer, and design the game!<\/li>\n<\/ul>\n<p data-adtags-visited=\"true\"><strong>Limitations of Paper<\/strong><\/p>\n<p data-adtags-visited=\"true\">Paper prototypes do have some limitations that you should be aware of:<\/p>\n\n<ul>\n \t<li>They cannot always handle \u201ctwitch\u201d (dexterity or timing based) mechanics\u2026 although be aware that there are many dexterity-based non-digital games. Consider the similarities and differences between the\u00a0<em><a href=\"http:\/\/en.wikipedia.org\/wiki\/Street_Fighter_2\">Street Fighter<\/a><\/em>\u00a0series of video games, and James Ernest\u2019s real-time card battle game\u00a0<em><a href=\"http:\/\/en.wikipedia.org\/wiki\/Brawl_(game)\">Brawl<\/a><\/em>. Some things carry over well\u2026 others, not so much.<\/li>\n \t<li>Information that is hidden to both players but that still requires bookkeeping, such as the \u201cFog of War\u201d mechanics prevalent in Real-Time Strategy video games. Again, note that this can sometimes be worked around \u2014 the classic children\u2019s game\u00a0<em>Battleship<\/em>\u00a0has \u201cfog-of-war-like\u201d mechanics, and the board game\u00a0<em>Clue<\/em>\u00a0has information hidden from all players.<\/li>\n \t<li>Extremely complex calculations are tedious on paper, and the systems that use them may be better suited to \u201cprototyping\u201d in a spreadsheet program like\u00a0<em>Excel<\/em>. However, if the complex systems are a necessary and core part of the game, it may be a sign that \u201cthe computer is having more fun than the player\u201d (to quote Sid Meier), and that perhaps some simplification would make the game more accessible.<\/li>\n \t<li>\u201cEye candy\u201d such as high-quality art and animation is obviously not prototyped easily with stick-figure drawings and handwritten cards. Then again, these are not part of the game mechanics. If your game relies on visuals rather than systems, that is a sign that you are not doing a strong enough job as the systems designer.<\/li>\n \t<li>Paper prototypes are not very well suited for testing the user interface (UI) of a video game. Computer UIs are dynamic, but paper is static. You can get an idea of the visual layout with some paper sketches, but to know how it will actually be used on a computer, you\u2019d need a digital prototype.<\/li>\n<\/ul>\nAs you can see, the advantages of paper prototyping are very general and the limitations are specific, so the ability to prototype in paper is an important skill for any game designer to develop, whether they work in video games or board games or anything in between.\n<p data-adtags-visited=\"true\"><strong>Prototyping Realtime Systems<\/strong><\/p>\n<p data-adtags-visited=\"true\">For a turn-based game like\u00a0<em>Battleship<\/em>, a non-digital prototype is easy enough to put together. What if you wanted to prototype a First-Person Shooter video game like\u00a0<em>Halo<\/em>? Is there any\u00a0<em>possible<\/em>\u00a0way to do that on paper, when most of the game is running around and shooting things in real time? The answer is yes, absolutely. Here are some hints:<\/p>\n\n<ul>\n \t<li>One \u201cturn\u201d of a board game is equivalent to some amount of time (say, 3 seconds) of real-time play<\/li>\n \t<li>For \u201ctwitch\u201d mechanics like dodging and accuracy that require accurate timing, either a player succeeds or fails at these based on how difficult they are and how skilled the player is. This can be modeled with a random die roll. Note that even though the video game\u2019s system is not random at all, it may as well be random from the\u00a0<em>opponent\u2019s<\/em>\u00a0perspective: if I shoot at you and you either do or do not successfully dodge, I have no control over that.<\/li>\n \t<li>Many real-time games take place on an open 3D map that is not subdivided into \u201cspaces\u201d. This does not prevent you from making a game board that has spaces anyway.<\/li>\n<\/ul>\n<p data-adtags-visited=\"true\"><strong>A Short Note about Grids<\/strong><\/p>\n<p data-adtags-visited=\"true\">There are many ways to make a game board, but here are three common ways to get you started:<\/p>\n\n<ul>\n \t<li>Subdivide into a grid of squares. Square grids are easy to navigate and are familiar to most players, so they will not intimidate casual players as much as some other methods. For grids that include lots of obstacles and movement challenges, grids are ideal because it is easy to block off a path: a single impassable square forces you to go quite a bit out of your way to get to the other side. The drawback of squares is that you inevitably run into a problem with diagonal movement: does it count as one space or two in order to move diagonally? One space feels too fast; two spaces feels too slow. (The actual value is the square root of 2, or about 1.4 spaces\u2026 but if you\u2019re dealing with whole-number values this obviously does not work.)<\/li>\n \t<li>Subdivide into a grid of hexes. Hexes have some nice mathematical properties to them, in that something that is 3 hexes away is\u00a0<em>always<\/em>\u00a0that many hexes, no matter which of several paths you take; this gets around the \u201chow fast to move along a diagonal\u201d problem of square grids. On the down side, hex boards make it much easier to move around obstacles, so movement is a lot less constrained. This may be desireable or not, depending on the nature of your game. Also, hexes are quite \u201cgeeky\u201d and are likely to put off players who are not that experienced with this style of play.<\/li>\n \t<li>Open area, no board. Use a tape measure instead, and move your pieces a certain number of inches (or centimetres, or what have you) per turn. This gives the most fluid and precise movement, although it has many of the same disadvantages as hex maps, and is also vulnerable to someone accidentally bumping the table and sending pieces slightly off of where they were.<\/li>\n<\/ul>\n<p data-adtags-visited=\"true\"><strong>Adding Features versus Keeping It Simple<\/strong><\/p>\n<p data-adtags-visited=\"true\">Many early prototypes are simply begging for extra features, such as health and ammo and various other resources. Why not start with all of these extra systems already in place, as opposed to starting with just the simple core system? There are a few reasons to start with a simple, core rule set and then add on one rule at a time, instead of trying to design the entire game in one big effort:<\/p>\n\n<ul>\n \t<li>If the basic, core rules don\u2019t work, then adding extra rules on top of it will generally not make it work. Get the basics working first,\u00a0<em>before<\/em>\u00a0you start adding complexity.<\/li>\n \t<li>In fact, if you build extra rules on an unstable foundation, the real underlying problems in your design could be obscured! Something might\u00a0<em>seem<\/em>\u00a0wrong, but if there are a lot of systems and resources and game objects it can be hard to tell if you\u2019re experiencing a problem with the core mechanics, or the balance of a particular resource, or the design of the map, or something else.<\/li>\n<\/ul>\n<p data-adtags-visited=\"true\">Early on in a design process, it\u2019s generally better to keep things as simple as possible. For every rule or mechanic or object or resource that you want to include, ask yourself: is this\u00a0<em>really<\/em>\u00a0necessary\u00a0<em>right now<\/em>? At this point, let your laziness override your creativity. It is far easier to add something to your design than to take it away, so add the minimum possible to have a working, playable game.<\/p>\n<p data-adtags-visited=\"true\">If you have trouble with this, try writing down a list of all of the ideas you have that you want to include in the game, and then cross off as many as you can. Ask if whatever items are left on your list would make a complete, playable game. If so, try to cross off more, until you absolutely can\u2019t anymore.<\/p>\n<p data-adtags-visited=\"true\">It may also help to run your idea by another designer who is not personally and emotionally attached to your pet idea. Invite them to be merciless in deciding which of your rules can be trashed. For the purposes of this course, you can offer a trade with any colleagues in your area: you look at my prototype, I\u2019ll look at yours!<\/p>\n<p data-adtags-visited=\"true\"><strong>Moving Forward<\/strong><\/p>\n<p data-adtags-visited=\"true\">Once you have the core gameplay, and it\u00a0<em>works<\/em>, then you can add new features. The temptation at this point is to add everything you originally thought of. Resist this temptation. Instead, add\u00a0<em>one<\/em>\u00a0new feature, and playtest again until the new feature works, or you have decided that it doesn\u2019t work and it needs to be abandoned.<\/p>\n<p data-adtags-visited=\"true\">Why not add everything at once? Because every new thing you add may have some problems with it. If you only add one new rule and a critical game system becomes broken in playtesting, you know\u00a0<em>exactly\u00a0<\/em>where the problem is, because you only changed one thing. If you add ten new rules and something breaks, it\u2019s harder to isolate which rule (or combination of rules) caused the problem. Incidentally, this part is similar to programming: if you write code in small chunks and then unit test, it\u2019s easier to find bugs than if you write ten thousand lines of code between tests.<\/p>\n<p data-adtags-visited=\"true\">Yes, this is tedious. You have to playtest, then change one rule, then playtest again, then change another rule, and keep doing this dozens (or even hundreds) of times. The first few playtests are fun, but you will quickly become sick of the whole business. This is part of the process of design. Sometimes, game design is hard work that is not particularly fun. This is something you need to accept if you have aspirations to become a professional designer. Just remember that the purpose of this is to make a game that\u00a0<em>is<\/em>\u00a0fun, and if it\u2019s not there yet, that should be your incentive to change something and playtest again until you reach your goal.<\/p>\n<span style=\"font-size: 8pt\">This chapter was adapted from <a href=\"https:\/\/gamedesignconcepts.wordpress.com\/2009\/07\/09\/level-4-the-early-stages-of-the-design-process\/\">Level 4<\/a><\/span><span style=\"font-size: 8pt\"> of Ian Schreiber's <em>Game Design Concepts<\/em> course.<\/span>","rendered":"<p data-adtags-visited=\"true\">Remember, the more times you can iterate on your idea, the better the final game will be. Once you have a basic idea, the next step is to get it in playable form as quickly and cheaply as possible. That will leave you with as much time as possible to playtest and iterate.<\/p>\n<p data-adtags-visited=\"true\">As mentioned last time, iteration is the most critical for those parts of your game that have high\u00a0<strong>design risk<\/strong>. For \u201cclone-and-tweak\u201d games where you are mostly lifting gameplay from an existing game, rapid prototyping is less important. This does not mean that \u201cclone\u201d games do not benefit from iteration, but simply that you should use it selectively in those areas where you\u00a0<em>are<\/em> innovating.<\/p>\n<p data-adtags-visited=\"true\"><strong>\u201cLaws\u201d of Prototyping<\/strong><\/p>\n<p data-adtags-visited=\"true\">Remember that the entire purpose of prototyping is to maximize the number of iterative cycles. Corollary: do everything you can to reduce the time required in each iteration. Now, consider that each iterative cycle consists generally of four steps: design, prototyping, playtesting, and evaluation. Of these steps, where can you save time?<\/p>\n<ul>\n<li>You can\u2019t really reduce the time it takes to design the rules of the game, without compromising your goals. You can\u2019t rush creativity.<\/li>\n<li>You\u00a0<em>can<\/em>\u00a0reduce time spent in playtesting by being efficient about scheduling and designing playtests to give maximum information for minimum play time\u2026 but there is a natural limit to this, and beyond a certain point you can\u2019t rush through playing the game.<\/li>\n<li>Evaluation doesn\u2019t take very long; you\u2019re making a simple yes\/no decision of whether the game is \u201cdone\u201d or \u201cgood enough\u201d based on playtest results. There is little to be gained by rushing through this further.<\/li>\n<li>So, that leaves reducing the time it takes to create a prototype.<\/li>\n<\/ul>\n<p data-adtags-visited=\"true\">Some things to keep in mind when building a playable prototype:<\/p>\n<ul>\n<li>Build it as fast as possible. Cut corners. Make it as ugly and cheap as you can get away with.<\/li>\n<li>Minimize what you need to build. Only do what is absolutely necessary to evaluate your game. If you\u2019re trying to test out a new combat system, you do not need to build the entire exploration system. If you\u2019re making a card game, hand writing on index cards is faster to make than typing everything into Powerpoint, printing on heavy card stock, and cutting it all out manually. There is a time and place for making nice-looking components, and the early stages of game design is\u00a0<strong>not<\/strong>\u00a0that time or that place.<\/li>\n<li>Make your prototype easy to change. You\u00a0<strong>will<\/strong>\u00a0find problems in playtesting, so make it easy to adjust on the fly.<\/li>\n<\/ul>\n<p data-adtags-visited=\"true\">All of these guidelines push designers towards one inevitable direction\u2026<\/p>\n<p data-adtags-visited=\"true\"><strong>Prototyping in Paper<\/strong><\/p>\n<p data-adtags-visited=\"true\">You can call it \u201cpaper\u201d or \u201ccardboard\u201d or \u201cnon-digital\u201d or \u201canalog\u201d or any number of things, but the idea is to have a physical, tabletop game that is playable without computers (or at least, without requiring programming code). Programming is wonderful and powerful but it is also slow and expensive in comparison to paper prototypes. Here are some advantages of paper prototyping:<\/p>\n<ul>\n<li>It is cheap. Most systems can be prototyped with little more than a pencil and some paper, although I will give suggestions for other components for those of you that have some money to spend.<\/li>\n<li>It\u2019s fast. You don\u2019t have to mess around with programming, or layouts, or artwork. Just write a few words on a scrap of paper.<\/li>\n<li>It\u2019s easy to change. Don\u2019t like one of your numbers? Erase it and write in a new one.<\/li>\n<li>There is no guilt about throwing it away. You came up with an idea that didn\u2019t work? Oh well, you lost a whole half hour. Big deal. It\u2019s like making stick-figure drawings: if your first attempt at drawing a stick figure doesn\u2019t work, it only took you a few seconds, so just cross it out and try again.<\/li>\n<li>Paper can be used to model most gameplay systems. Yes, even most of the ones we normally associate with being specific to video games.<\/li>\n<li>By making something\u00a0<em>playable<\/em>, you are forced to actually\u00a0<strong>design the systems<\/strong>. No more handwaving of \u201cthis game will have 50 undefined cards\u201d. You have to actually do your job as the game designer, and design the game!<\/li>\n<\/ul>\n<p data-adtags-visited=\"true\"><strong>Limitations of Paper<\/strong><\/p>\n<p data-adtags-visited=\"true\">Paper prototypes do have some limitations that you should be aware of:<\/p>\n<ul>\n<li>They cannot always handle \u201ctwitch\u201d (dexterity or timing based) mechanics\u2026 although be aware that there are many dexterity-based non-digital games. Consider the similarities and differences between the\u00a0<em><a href=\"http:\/\/en.wikipedia.org\/wiki\/Street_Fighter_2\">Street Fighter<\/a><\/em>\u00a0series of video games, and James Ernest\u2019s real-time card battle game\u00a0<em><a href=\"http:\/\/en.wikipedia.org\/wiki\/Brawl_(game)\">Brawl<\/a><\/em>. Some things carry over well\u2026 others, not so much.<\/li>\n<li>Information that is hidden to both players but that still requires bookkeeping, such as the \u201cFog of War\u201d mechanics prevalent in Real-Time Strategy video games. Again, note that this can sometimes be worked around \u2014 the classic children\u2019s game\u00a0<em>Battleship<\/em>\u00a0has \u201cfog-of-war-like\u201d mechanics, and the board game\u00a0<em>Clue<\/em>\u00a0has information hidden from all players.<\/li>\n<li>Extremely complex calculations are tedious on paper, and the systems that use them may be better suited to \u201cprototyping\u201d in a spreadsheet program like\u00a0<em>Excel<\/em>. However, if the complex systems are a necessary and core part of the game, it may be a sign that \u201cthe computer is having more fun than the player\u201d (to quote Sid Meier), and that perhaps some simplification would make the game more accessible.<\/li>\n<li>\u201cEye candy\u201d such as high-quality art and animation is obviously not prototyped easily with stick-figure drawings and handwritten cards. Then again, these are not part of the game mechanics. If your game relies on visuals rather than systems, that is a sign that you are not doing a strong enough job as the systems designer.<\/li>\n<li>Paper prototypes are not very well suited for testing the user interface (UI) of a video game. Computer UIs are dynamic, but paper is static. You can get an idea of the visual layout with some paper sketches, but to know how it will actually be used on a computer, you\u2019d need a digital prototype.<\/li>\n<\/ul>\n<p>As you can see, the advantages of paper prototyping are very general and the limitations are specific, so the ability to prototype in paper is an important skill for any game designer to develop, whether they work in video games or board games or anything in between.<\/p>\n<p data-adtags-visited=\"true\"><strong>Prototyping Realtime Systems<\/strong><\/p>\n<p data-adtags-visited=\"true\">For a turn-based game like\u00a0<em>Battleship<\/em>, a non-digital prototype is easy enough to put together. What if you wanted to prototype a First-Person Shooter video game like\u00a0<em>Halo<\/em>? Is there any\u00a0<em>possible<\/em>\u00a0way to do that on paper, when most of the game is running around and shooting things in real time? The answer is yes, absolutely. Here are some hints:<\/p>\n<ul>\n<li>One \u201cturn\u201d of a board game is equivalent to some amount of time (say, 3 seconds) of real-time play<\/li>\n<li>For \u201ctwitch\u201d mechanics like dodging and accuracy that require accurate timing, either a player succeeds or fails at these based on how difficult they are and how skilled the player is. This can be modeled with a random die roll. Note that even though the video game\u2019s system is not random at all, it may as well be random from the\u00a0<em>opponent\u2019s<\/em>\u00a0perspective: if I shoot at you and you either do or do not successfully dodge, I have no control over that.<\/li>\n<li>Many real-time games take place on an open 3D map that is not subdivided into \u201cspaces\u201d. This does not prevent you from making a game board that has spaces anyway.<\/li>\n<\/ul>\n<p data-adtags-visited=\"true\"><strong>A Short Note about Grids<\/strong><\/p>\n<p data-adtags-visited=\"true\">There are many ways to make a game board, but here are three common ways to get you started:<\/p>\n<ul>\n<li>Subdivide into a grid of squares. Square grids are easy to navigate and are familiar to most players, so they will not intimidate casual players as much as some other methods. For grids that include lots of obstacles and movement challenges, grids are ideal because it is easy to block off a path: a single impassable square forces you to go quite a bit out of your way to get to the other side. The drawback of squares is that you inevitably run into a problem with diagonal movement: does it count as one space or two in order to move diagonally? One space feels too fast; two spaces feels too slow. (The actual value is the square root of 2, or about 1.4 spaces\u2026 but if you\u2019re dealing with whole-number values this obviously does not work.)<\/li>\n<li>Subdivide into a grid of hexes. Hexes have some nice mathematical properties to them, in that something that is 3 hexes away is\u00a0<em>always<\/em>\u00a0that many hexes, no matter which of several paths you take; this gets around the \u201chow fast to move along a diagonal\u201d problem of square grids. On the down side, hex boards make it much easier to move around obstacles, so movement is a lot less constrained. This may be desireable or not, depending on the nature of your game. Also, hexes are quite \u201cgeeky\u201d and are likely to put off players who are not that experienced with this style of play.<\/li>\n<li>Open area, no board. Use a tape measure instead, and move your pieces a certain number of inches (or centimetres, or what have you) per turn. This gives the most fluid and precise movement, although it has many of the same disadvantages as hex maps, and is also vulnerable to someone accidentally bumping the table and sending pieces slightly off of where they were.<\/li>\n<\/ul>\n<p data-adtags-visited=\"true\"><strong>Adding Features versus Keeping It Simple<\/strong><\/p>\n<p data-adtags-visited=\"true\">Many early prototypes are simply begging for extra features, such as health and ammo and various other resources. Why not start with all of these extra systems already in place, as opposed to starting with just the simple core system? There are a few reasons to start with a simple, core rule set and then add on one rule at a time, instead of trying to design the entire game in one big effort:<\/p>\n<ul>\n<li>If the basic, core rules don\u2019t work, then adding extra rules on top of it will generally not make it work. Get the basics working first,\u00a0<em>before<\/em>\u00a0you start adding complexity.<\/li>\n<li>In fact, if you build extra rules on an unstable foundation, the real underlying problems in your design could be obscured! Something might\u00a0<em>seem<\/em>\u00a0wrong, but if there are a lot of systems and resources and game objects it can be hard to tell if you\u2019re experiencing a problem with the core mechanics, or the balance of a particular resource, or the design of the map, or something else.<\/li>\n<\/ul>\n<p data-adtags-visited=\"true\">Early on in a design process, it\u2019s generally better to keep things as simple as possible. For every rule or mechanic or object or resource that you want to include, ask yourself: is this\u00a0<em>really<\/em>\u00a0necessary\u00a0<em>right now<\/em>? At this point, let your laziness override your creativity. It is far easier to add something to your design than to take it away, so add the minimum possible to have a working, playable game.<\/p>\n<p data-adtags-visited=\"true\">If you have trouble with this, try writing down a list of all of the ideas you have that you want to include in the game, and then cross off as many as you can. Ask if whatever items are left on your list would make a complete, playable game. If so, try to cross off more, until you absolutely can\u2019t anymore.<\/p>\n<p data-adtags-visited=\"true\">It may also help to run your idea by another designer who is not personally and emotionally attached to your pet idea. Invite them to be merciless in deciding which of your rules can be trashed. For the purposes of this course, you can offer a trade with any colleagues in your area: you look at my prototype, I\u2019ll look at yours!<\/p>\n<p data-adtags-visited=\"true\"><strong>Moving Forward<\/strong><\/p>\n<p data-adtags-visited=\"true\">Once you have the core gameplay, and it\u00a0<em>works<\/em>, then you can add new features. The temptation at this point is to add everything you originally thought of. Resist this temptation. Instead, add\u00a0<em>one<\/em>\u00a0new feature, and playtest again until the new feature works, or you have decided that it doesn\u2019t work and it needs to be abandoned.<\/p>\n<p data-adtags-visited=\"true\">Why not add everything at once? Because every new thing you add may have some problems with it. If you only add one new rule and a critical game system becomes broken in playtesting, you know\u00a0<em>exactly\u00a0<\/em>where the problem is, because you only changed one thing. If you add ten new rules and something breaks, it\u2019s harder to isolate which rule (or combination of rules) caused the problem. Incidentally, this part is similar to programming: if you write code in small chunks and then unit test, it\u2019s easier to find bugs than if you write ten thousand lines of code between tests.<\/p>\n<p data-adtags-visited=\"true\">Yes, this is tedious. You have to playtest, then change one rule, then playtest again, then change another rule, and keep doing this dozens (or even hundreds) of times. The first few playtests are fun, but you will quickly become sick of the whole business. This is part of the process of design. Sometimes, game design is hard work that is not particularly fun. This is something you need to accept if you have aspirations to become a professional designer. Just remember that the purpose of this is to make a game that\u00a0<em>is<\/em>\u00a0fun, and if it\u2019s not there yet, that should be your incentive to change something and playtest again until you reach your goal.<\/p>\n<p><span style=\"font-size: 8pt\">This chapter was adapted from <a href=\"https:\/\/gamedesignconcepts.wordpress.com\/2009\/07\/09\/level-4-the-early-stages-of-the-design-process\/\">Level 4<\/a><\/span><span style=\"font-size: 8pt\"> of Ian Schreiber&#8217;s <em>Game Design Concepts<\/em> course.<\/span><\/p>\n","protected":false},"author":11,"menu_order":4,"template":"","meta":{"pb_show_title":"on","pb_short_title":"","pb_subtitle":"","pb_authors":[],"pb_section_license":""},"chapter-type":[],"contributor":[],"license":[],"class_list":["post-55","chapter","type-chapter","status-publish","hentry"],"part":48,"_links":{"self":[{"href":"https:\/\/pressbooks.usnh.edu\/creatinggames\/wp-json\/pressbooks\/v2\/chapters\/55","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/pressbooks.usnh.edu\/creatinggames\/wp-json\/pressbooks\/v2\/chapters"}],"about":[{"href":"https:\/\/pressbooks.usnh.edu\/creatinggames\/wp-json\/wp\/v2\/types\/chapter"}],"author":[{"embeddable":true,"href":"https:\/\/pressbooks.usnh.edu\/creatinggames\/wp-json\/wp\/v2\/users\/11"}],"version-history":[{"count":1,"href":"https:\/\/pressbooks.usnh.edu\/creatinggames\/wp-json\/pressbooks\/v2\/chapters\/55\/revisions"}],"predecessor-version":[{"id":56,"href":"https:\/\/pressbooks.usnh.edu\/creatinggames\/wp-json\/pressbooks\/v2\/chapters\/55\/revisions\/56"}],"part":[{"href":"https:\/\/pressbooks.usnh.edu\/creatinggames\/wp-json\/pressbooks\/v2\/parts\/48"}],"metadata":[{"href":"https:\/\/pressbooks.usnh.edu\/creatinggames\/wp-json\/pressbooks\/v2\/chapters\/55\/metadata\/"}],"wp:attachment":[{"href":"https:\/\/pressbooks.usnh.edu\/creatinggames\/wp-json\/wp\/v2\/media?parent=55"}],"wp:term":[{"taxonomy":"chapter-type","embeddable":true,"href":"https:\/\/pressbooks.usnh.edu\/creatinggames\/wp-json\/pressbooks\/v2\/chapter-type?post=55"},{"taxonomy":"contributor","embeddable":true,"href":"https:\/\/pressbooks.usnh.edu\/creatinggames\/wp-json\/wp\/v2\/contributor?post=55"},{"taxonomy":"license","embeddable":true,"href":"https:\/\/pressbooks.usnh.edu\/creatinggames\/wp-json\/wp\/v2\/license?post=55"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}