Kobold’s Guide to Game Design: Part 4 Questions

  1. A “working” prototype is one that works as expected and is intended for play testers and potential publishers. A “display” prototype is one with finished art work and components, intended for distributors or chain buyers.

1a. A working prototype needs to be understandable and playable by play testers, this can require a good ruleset and gameplay. Having things be too confusing or something incomplete may cause the prototype to fail as play testers may not be able to accurately play the game.

2. Dale Yu comments on what can done to make a good prototype, these are a few of the things he suggested:

  • The First Impression: First impressions are very important as this will create the mindset that your play testers have going into your game, so it’s important to give them something they like right off the bat.
  • Rules and Manifest: Having well written rules is also very important, this allows your play testers to understand and accurately play your game.
  • Components: How your prototype is constructed is also important, this is how your players will interact with the game so it is important to have it look and feel good to use.
  • Hardware: Having good hardware, such as computers, laser printers and a laminator can help to increase the visual appeal of your game and give your players a good impression.
  • Final Impressions: When your players are done with the game and think back on it, you want them to think of it fondly so that they would be willing to play it again and with other people as well.

3. Richard Levy gets some advice on how you could go about pitching your game:

  • Be Prepared: Being prepared can make a huge difference. You need to know the market you are entering, who your are pitching to and you need to be able to explain anything about your game in a way that appeals to the person listening.
  • Information is Power: Talk to people that have created games before or people that are in the industry, they can most likely give your great information on what you should prepare for and the best way to handle certain situations.
  • Sell Yourself First: You are not just selling your game, you are selling yourself. First impressions are very important so you need to present yourself in a way that makes the person your pitching to want to work with you.
  • On Taking Rejection: It is important to be able to handle rejection well. Take a “no” as a “not now” instead. Figure out what went wrong with the pitch and take time to revise and fix any issues you or your game had, this can help you be ready and keep your head up for your next pitch.
  • Ego Control: People often hate being rejected or criticized. You need to be able to handle these well and not let these moments get the better of you. Keep your emotions in check and instead use rejections and criticism as a way to improve yourself or your game.
  • Beating the Odds: The odds of your pitch succeeding can be very low depending on the company you are pitching you, so it is important to keep your expectations in check.
  • The Selling Season: Figure our the best time to make your pitch, find out when companies are looking for new ideas and are willing to listen to you.
  • Multiple Submissions: Having multiple ideas to submit can not only help increase your chances of one of them working, but it will also help you deal with rejection if any of your ideas are rejected as you still have more ideas to fall back on and improve.
  • Invention Marketing Companies: Richard advises to never deal with invention making firms you see through TV, radio or newspapers. He gives the advice, “Ads are bad.”
  • Legitimate Agents: If you do decide using an agent to help you pitch your idea, take a look at their track record and make sure they are reputable.
  • Prototypes: Make sure your prototype is how the game is going to look and play in the end.
  • Brand Power: Having a well known trademark on your game can greatly increase the value of your game.

3a. You can pitch your game to many different companies through the correct methods are the right times.

4. Publishers look for a variety of things when considering what games to publish:

  • The Fun Factor: The game should be fun for players.
  • Player Interaction: The game should be interactive for players to engage with.
  • Immediacy of Play: How fast players can set up the game and get right to it.
  • Strategy: If there is strategy for good players to learn and get better at.
  • An Interesting Theme: A good theme that will draw in players and keep them interested.
  • An Immersive Experience: Players should feel immersed into the game and feel like they are a part of it.
  • Interrelated Theme and Rules: The rules and theme of the game should work well with one another and feel fitting in relation to each other.
  • Solid Rules and Mechanics: The game should have rules and mechanics that are both fun and fair.
  • Innovative Components: Aspects of your game that sets it apart from other games.
  • Easily Manufactured Components: Your game should be easy to mass produce so the company can sell as many as possible as easily as possible.
  • The Correct Target Market: Your game should match the target market of your publisher, you shouldn’t try to sell a game with violence in it to a publisher that focuses on kid games.
  • A Good Title: A good and catchy title that draws in potential players and makes them interested in what your game would be like to play.
  • Expansion Potential: If your game is successful, the publisher is going to want you to expand on it by making new updated versions of the game or different versions of it.
  • Multi-Language Capability: Your game should be able to transcend the language barrier and be appreciated by anyone in the world.
  • Easy Demoning: Make sure your game can easily be demonstrated in a small space.
  • Collectibility Only if Really Necessary: Making a collectible game costs a lot more than a noncollectible one and can hurt the appeal of your game to the publishers.

4a. There are many aspects that can make a good ruleset:

  • Overview: Start with a good first line to draw in potential players.
  • Components: Give a list of all the components of your game.
  • Setup: Describe how to set up all the aspects of your game and keep it easy to understand.
  • Gameplay: Define how each turn or round is taken and what players should do during these periods.
  • Card Types: If your game uses cards, identify and explain what each type of card does.
  • Endgame and Winning: Explain how the players get to the end of the game and how they can win the game as well.
  • Example of Playing: Have a section that gives an example of your game should be played, this can give players an easy idea of what to do.
  • Credits: Give credit to yourself and anyone else that helped in the creation of your game.

4b. Captain’s Lost Treasure is a competitive and strategic card games. Players assemble a Pirate Crew, including a Pirate Ship and a collection of colorful possible Crew Members. Once your crew is assemble, set to the sea and attack other Pirate Crews and plunder Gold in order to prove yourself as the greatest Pirate Crew on the open seas.