Guide To Game Design: Part 4 Questions

  1. What is the difference between a working and display prototype?

Working Prototypes are mechanically functional, designed for use by play testers to get the game’s mechanics refined and prepared for the final version.

Display Prototypes are more polished, finished versions of the prototype designed to give an idea of what the finished product might look like.

  • A good working prototype needs to be as mechanically complete as possible. This means that it needs to be able to test anything that is an intrinsic mechanic of the game accurately. If A working prototype for a card game uses cards that represent 3/5 of the main mechanics that will be introduced, then the remaining 2 won’t be adequately tested. Working prototypes should also be easy to iterate quickly, so that any changes can be made and re tested without too much extra work on the part of the developer.

2. What makes for a good prototype according to dale Yu?

Strong first impressions are a good way to get players interested in your game. Additionally, make sure that the rules are concise and the mechanics are as well balanced as you can get them. When players are testing a game, they don’t want it to feel bad, even if they don’t particularly like the game. If it does, it’s an indication that perhaps the rules or mechanics haven’t been implemented correctly. The construction of the game should make a lasting impression, so that when your playtesters finish, they can look back on the game fondly and tell others about the experience.

3. What advice from Richard Levy will help you Pitch your game?

The most important thing is to be prepared to talk about everything. You may be blindsided by a question you weren’t expecting or that you hadn’t considered, so it is important to practice and to know what you are talking about without a reference.

Talk to others in the industry if you can so that you can gain more information about what to expect.

Look and act presentably. You are selling yourself, not just your product.

Make sure to accept failure with grace. Just because you were told no now, that doesnt mean that you wont be given another chance later on.

Make sure you control your emotions. Not everyone is good at giving criticism, just as not many are good at receiving it, so it is important to be prepared to accept many forms of critique.

Keep your expectations realistic. Pitching a game is tough, and you’re likely to have some competition, so remember that you can always try again and you can always try somewhere else.

Submit multiple ideas

Be wary of who you go to for advertising. If you do, check them out to make sure they’re reputable

Get your prototype as close to the final product as you can.

3a.Where might you pitch your game?

As a TTRPG, my game is dominated by the dungeons and dragons trademark. I would potentially do well going to one of Wizard’s of the coast’s competitors, like games workshop, or perhaps an underdog, like Schell games in Pittsburgh, who may want to break into a new market. The late summer or late spring would be good times to pitch these projects as this is when players are soon to be more free to engage with the product due to Christmas or summer vacation.

4. What do Publishers Look for in a game?

Fun, Player interaction, How quickly the game can be set up and played, Strategy, Themes and Immersion, Solid Rules, Well developed mechanics, Innovative components, Easily Manufactured components, the correct target market, a good title, the ability to make expansions, translations, ease of demonstration, and possibly collectibility.

4a. What makes a good set of rules?

A good set of rules should include some of, if not all of, the following:

Overview: A hook for your players

Components: A description of the things needed

Setup: Describe how to set up the game

Gameplay: Define how a turn will progress and how the game can be moved forward

Piece types: Describe how the pieces of your game behave and what they do

Endgame and Winning: How does the game end? How do you win?

Example: It’s a good idea to have examples of play in the rules to make them easier to understand

Credits: You should make sure to give the names of those who worked on the game somewhere

5.

Soul is a TTRPG set in a cyber-fantasy world. Players create their characters, gather their gear from an assortment of technologically advanced weapons and armor, and set out across earth to explore the world and discover the secrets that await.