
Prototyping is an experimental process where design teams implement ideas into tangible forms from paper to digital.
They slow us down to speed us up. By taking the time to prototype our ideas, we avoid costly mistakes such as becoming too complex too early and sticking with a weak concept for too long.
— Tim Brown, CEO & President of IDEO
When you start a video game project, doing some research would not be enough. Even if the idea seems brilliant and functional, it must be tested to make sure it works. One of the most crucial yet overlooked stages of game development is prototyping. A prototype is your way of testing out concepts without spending too much time or effort.
If there is something that all game creators agree on, it must be that games take time to make. Even if you’re an indie developer without a producer continuously reminding you of deadlines and milestones, you still want to make the most of your time. Spending too much of your valuable time on a prototype, whether or not it answers a question, may not be the best choice. It brings us to the first point.
Prototype should never take too much time
You shouldn’t spend more than two days prototyping the core mechanic of a game. Some ideas may be complex and need some extra days to work on, be wiser to break them down into smaller pieces.
Game prototyping should be used both as an idea generator and as an alternative exploration solution. Because game prototypes are physical representations of your ideas, it allows you to think by doing – this means you will gain more value in the processes of researching, defining, ideating, and testing.
Prototypes Aren’t Supposed To Look Pretty
Whether done digitally or with a pen and paper, prototypes aren’t intended to be pretty. Prototypes are meant to solve issues and test if your concept works. While there is nothing wrong with sharing your prototypes, the error occurs when you begin investing time cleaning the code and creating graphics for it. If the idea fails to function and the prototype is rendered unusable, you will have squandered your time. In general, 1-2 days should be sufficient for developing a game’s basic mechanics. Keep in mind that some concepts are challenging than others and may need a few more days to prototype.
Prototypes Should Solve Problems And Answer Questions
If a prototype does not answer a question, it is hardly ever worth the effort it takes to construct it. If you’re working on a prototype and have no clue what information you want to take away from it at the end, it’s time to reconsider the idea and start over. If you walk away from a prototype with nothing new, it is such a waste of time.
For example, you could be wondering if your main mechanic will still be enjoyable if your character can now fly instead of only hopping. You’d then make a quick prototype with a level or two to determine if flying would be a good feature. Whether or not flying improves your game, you’ve answered a question and can go on to the next design task.
Some Ideas Only Work Well In Your Head
You’re not the first designer to believe that the concept in your brain is so brilliant that it’s bound to be the next big thing. However, after a few prototypes, you find that your idea isn’t as solid and well-planned as you thought it was. Prototyping is an excellent technique to see if a mechanism fits in with the rest of your game. You can imagine how useful it is to learn that an idea would not work before putting in the time to code it, create artwork for it, and so on.
Most game designers failed because they were too confident about their idea and didn’t give a chance to a prototype to show the reality that is it possible to bring their concept into life or not.
If you’re still concerned whether your concept would be enjoyable for other gamers, let others test it out! As previously stated, the prototype does not need to be flawlessly polished and bug-free. What it should be is playable enough were to obtain feedback from others once they try it out. Receiving feedback from others, particularly those with diverse gaming interests, will generally assist you in determining whether the prototype is a solid starting point for developing a full-fledged game.
Source:
Chen Longque