Part 4 responses

  • What is the difference between a “working” and a “display” prototype?

Working prototypes are meant to be played and tested by the staff surrounding the publication and editing process while display prototypes aren’t actually meant to be playtested, only meant to catch the consumer’s eye

  • What is required of a working prototype, and what might cause one to fail?

The game has to have already been tested extensively and needs to work. If it doesn’t it could fail

  • What makes for a good prototype according to Dale Yu?

Good first impression

Clear and well-written rules

Having sensible, well-constructed components

A lasting good impression on the game

  • What advice from Richard Levy will help you pitch your game?

Be prepared and willing to answer questions. Sell yourself first and don’t think about rejection as an end-all thing. Control your ego by keeping your expectations realistic. Get a good agent and design a good prototype that will catch their eye

  • Where might you pitch your game?

To publishers that take open suggestions from the general public

  • What do publishers look for in a game?

Publishers are looking for fun and player interactivity. The game should be learned quickly and easily so people can have fun fast. They want strong rules and mechanics, something that’s innovative and matches the correct target audience. Good title, potential for expansion in the future, and easy demoing capabilities

  • What makes a good set of Rules?

An overview that is compelling and understandable, card types, how they function, endgame and winning criteria, examples of play strategy hints, optional rules, etc