I have been bogged down with….wait for it……game design! What a crazy idea that is, huh? The result of a big design session this weekend and a lot of podcast editing, I have no new articles this week! However, thanks to Gino and Bevan from Talking Tinkerbots, they have allowed me to feature a couple of their articles this week. If you haven’t listened to their podcast, you should look them up and go through their archives. They are one of my favorite gaming podcasts. Also be on the lookout for their game Ghostel coming to Kickstarter. A big thank you to Gino and Bevan for helping out with content this week. I will have more for you all next week, including another guest post about a current Kickstarter campaign. Enough preamble, lets get to the good stuff.
The following is the first part of Gino’s Article. Please follow the link at the end to read the rest of the article and see all the great photos.
The 3 Distinct Stages of Prototyping
By – Gino of Talking Tinkerbot
When I started working on my first design I made a monumental cock up and, after speaking to other designers, I’ve discovered I’m not alone in this.
It’s really easy to get excited by your first design and you want to get stuck in as soon as possible. You know it’s going to need some playtesting, but (and stop me when this sounds too familiar) you know it won’t need much playtesting because it’s such a well thought out idea and it’s going to work like this and play like that and generally just be awesome. So, might as well get started on that prototype now, right?
Cue a large amount of time spent crafting a beautiful prototype, painstakingly cutting out cards and tokens, googling around for hours looking for the perfect image to represent that particular action, taking whole weekends laying out flavour text and icons and health points on decks of cards. Hell, even getting things 3D printed. This will….
Please follow this link for the rest of the article: http://tinkerbotgames.com/Prototyping