Q & A yo

Question Set 1

  1. What is the difference between a “working” and a “display” prototype?
    • A working prototype is designed for the soul purpose to have working mechanics and overall have all its features be playable and cohesive with itself. A display prototype is what the name says it is… “for display” its just a model of something, an idea of the final product without any functionality put into thought. Mainly designed for the investors or marketers rather than actual playtesters, developers, or designers which would be the ones playing a working prototype.
  2. What is required of a working prototype, and what might cause one to fail?
    • A working prototype must ensure that the player is able to play the game how the game is intended to be played. This means there can’t be any bugs or loopholes within the mechanics of the game itself. If there are bugs or loop holes in the mechanics, a working prototype is no longer playable and is a failure. (Back to the drawing boards)
  3. What makes for a good prototype according to Dale Yu?
    • Functionality Over Perfection, Clarity and Simplicity, Adaptability (how easily modifiable it is), Focus on Core Mechanics, Playability and Durability.
  4. What advice from Richard Levy will help you pitch your game?
    • Know Your Audience, Highlight the Hook, Keep It Simple, Demonstrate Gameplay, Prepare a Strong Visual Presentation, Be Ready to Answer Questions, Practice Your Pitch, Show Passion and Confidence, Understand the Business Side, and don’t forget to follow up. Also, while pitching your game, remember to tell a story with it. present your game in a way that captivates the audience and makes them want to learn more.
  5. Where might you pitch your game?
    • I’ll definitely pitch my game in class, but if it’s good enough who knows, I can pitch it even further
  6. What do publishers look for in a game?
    • they look for qualities in a game that give it it’s commercial potential, aligns with their brand, as well as appeals to their target audience. Who is this game made for depends on who your publishers are, no different from record labels. Each game has its own genre.
  7. What makes a good set of Rules?
    • Clear, concise set of descriptions on how to play aligned with visuals and detailed step by steps on how to start and how it will end.

Question set 2

  1. Describe the best game you’ve made this semester in 200 words.
    • This is a crazy question, as at first I was really excited about making Tasty Travels, and I wanted to continue with that concept even further than I had, but after making a working prototype, I felt as though making the game more complicating would mean I would have to have an extensive background in culinary arts and crafting dishes from scratch and all that. However, after I came up with my art heist game, everything clicked. It not only felt more at home for me as an artist, but I felt a sense of thrill when creating the story lines as to how the art could or could not get stolen due to the obstacle tiles as well as the different levels in which each attribute and specialist card has. Overall I can’t wait to finish making the final game of Gallery Grippers as I want to give an artistic touch to the game board and pieces themselves. Hopefully this game turns out well and is a good final.

One Reply to “Q & A yo”

  1. I definitely thought tasty travels was a unique game, definitely deserves a second chance.

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