Week 12-13 Question Set 1

  • Working prototypes are functional, or semi-functional game designs that are intended to be reviewed and revised by publishers or game designers. Unlike display prototypes, working prototypes focus more on the game play, rules, and general systems rather than presentation. Display prototypes are the opposite, as they focus more on visibility and attraction than functionality. “The buyers at Toy Fair want to see your meeples, but they don’t care about your rules!”(Selinker, 119). Both protypes are useful depending on who is receiving the prototype.

Many factors play into what makes a working prototype a functional one. Working prototypes must be tested, flexible, and transparent. Prototypes must work as intended, and must be tested when new additions are considered. Prototypes must be adaptable to criticisms by publishers and designers, which is why one shouldn’t overinvest in a prototype. Lastly, a prototype must not withhold information, or leave information up to the designers or publishers.

To Dale Yu, what makes a good prototype is attention to detail, a good first impression, and a compotent design. Dale mentioned how the appearance of the prototype is among the first aspects of a game he views “I’d like the box art and text to look nice, and when I open thebox, I’d like to see the bits organized nicely. If it looks like you’ve spent a lot of time making your prototype, that goes a long way to impress me” (Yu, 126). Moreover, the appearance of the game factors into the playtester/designer/publisher’s first impressions. Lastly, rules must be legible and understandable.

Richard Levy advises to be prepared and adopt a liable personality. Being prepared entails doing research on the company you intend to pitch your game to, and also making sure that your game is unique and well designed. Being liakable is important because you need to sell yourself, as well as your game, to publishers. Realistic expectations, a good work ethic, and the ability to handle rejection are important to pitching a game.

You can pitch a game to small or medium sized game publishers, or to independent platforms that allow you to self-publish your game.

Publishers look for innovative designs, easily manufactuable components, accessability, expandability, and a good name, among other things.

Define aspects of the game like components, gameplay, and procedures accurately and in detail. Give overviews of the backstory and gameplay, as well as describe the items that players should be faimilar with. Explain the setup, gameplay, and the win state.