Readings Blog post
Two readings were required over spring break on prototyping, and this is my response to them…
First off, these articles explain that prototyping is testing a game before fully designing it. From what I understand, it is more a test of the game concept and the general idea of how the game play will work then an actual test of a finished game. I see it as similar to the art concept of stepping back from your work in order to see it with a ‘fresh eye’ in order to spot flaws. Obviously, the earlier mistakes can be fixed, the easier it is to fix them.
The importance of prototyping is simply to save time, energy, and resources that might otherwise be waisted on a game with a lot of problems. (I think one article even said it saves on unnecessary frustration…. ^_^). Having a team work a game into a finished product without any testing, only to have it be extremely messed up in the end would be kind of a…. mega bummer. :( As I mentioned just now, it’s easier to correct problems in earlier stages, especially since if one thing is wrong, it can mean a bunch of other aspects of the game need fixing in order for everything to work. Prototyping can catch these problems early on and help smooth out the development of games.
“How can you use paper prototypes for digital games?” Well, like the article about the iphone games discussed…. it just… can be done. I honestly don’t know how to answer that. Basically, the paper game is more of a representational prototype of how the digital game would end up. One thing the article mentioned to keep in mind, however, was that it isn’t always a smooth translation from real materials to digital….
“What can you do to improve your development process to make it more streamlined based on what these authors discuss?” Again… I’m really not sure how to answer that. In regards to digital games, paper prototyping will be a great way to test any initial concepts and ideas, as long as I keep in mind how to make the transition from paper to computer work.