Finding the Fun: Game Prototyping Principles

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Finding the Fun: Game Prototyping Principles Shay Pierce Programmer for NewToy, Inc. Zynga With Friends (NewToy announced its acquisition by Zynga the day I gave this talk) Dictator-For-Life of Deep Plaid Games (http://deepplaid.com)

Who is this so-called dude? Game programmer with 7+ years professional experience Midway Austin, Blizzard, SOE Austin Currently a full-time contractor on Words With Friends for NewToy Zynga With Friends Game designer Principal developer of a Flash prototype for stillunannounced game title at Blizzard! I left Blizzard when the prototype phase was done, primarily due to the fact that AUSTIN IS SO AWESOME WHOO!

Principle #1 A prototype s sole purpose is to answer a question in your design with minimal time/effort. Read about The Sims, they pioneered this: they had a game design with many things that had never been done before; they made a prototype for each unknown, to great success. It still happens that major AAA game projects go into production with large questions left unanswered (like will it be fun? ). This should be criminal!

Principle #2 Failure can mean success The prototype was made to answer a question. If it fails to be fun, that means it succeeded in answering the question: Is it fun? The answer is no! Hopefully your stakeholders see it this way too! Angry Birds isn t here to say it s un-fun, it s here because the blue bird represent making MANY small prototypes and seeing what sticks! This is one way to do things - another is to make one big prototype that is flexible enough to try different things with. The prototype s real purpose is to save time going down the wrong road. Go down as many wrong roads as possible, as quickly as possible - fail quickly and fail often - so that you find the right way through. PopCap throws away 80% of their game prototypes.

Principle #3 Never prototype what your team and stakeholders can already imagine (if you can avoid it). Corollary: The better the imaginations of your team and stakeholders, the less you need to prototype! Your prototype should look like this <--- Not this -->...You can t imagine what Braid plays like without playing it, but you CAN imagine good graphics! Keep a lean and mean mindset, don t spend time polishing things that are peripheral to the prototype s real focus

Principle #4 Your prototyping team should be as agile as possible - iterate quickly. Corollary: Your prototyping team should be as small as possible. Less people means less communication overhead Corollaries: Use the technology your team can iterate in most quickly; err in favor of low-tech. If this is your last game s engine, great. If this is paper, great. A lot of games made in 3D can be prototyped in 2D. A lot of games (or systems) can be prototyped with paper and cards. Think about your MINIMUM needs.

Principle #5 If your prototype s goal is to find the fun, expect that the target will move. Your prototype should be built to pivot at least twice. Game designers change their minds... and rightly so, because fun is elusive. Fun is almost always DISCOVERED from experimentation, not created from someone s epiphany.

Principle #6 Your prototyping code shouldn t be any more wellengineered than it needs to be... Or any less! :) Neither of these extremes is necessarily the right solution. Overengineering a prototype is definitely wrong, but taking the time to do some parts right can save time later when changes need to be made.

Principle #7 When asking To Hack Or Not To Hack? : Think of the right way, then look for the 80/20 solution. The enemies in the Flixel demo game mode don t use proper pathfinding, they head straight towards the player and veer left/right periodically. 80% of the value for 20% of the effort! Have a mindset of finding the stupidest (and therefore fastest) way of doing something, and doing it that way first... while making it extensible to extend it in smarter ways later. Also, remember: If Correct Solution (A) takes 12x as long as Hack Solution (B), you should do B? Not if B is 10 minutes and A is 2 hours! Consider doing A, it s only 2 hours and may save tons of time later! This is why you want a technology you can move quickly in.

Technology Links PAPER! [Go to Michael s!] 2D: Processing.js [http://processingjs.org/] 2D: Flash [http://adobe.com] 2D: Flixel [http://flixel.org] 3D: Papervision [http://papervision3d.org] 3D: DarkBasic [http://thegamecreators.com] 3D: Unity [http://unity3d.com] I highly recommend Flixel, a 2D tilebased engine for making Flash games; all its technology can be acquired for free. Even for non-tile-based solutions, Flash is great. AS3 is a simple language with many advanced features. Processing is tailor-made for making cool visual interactive things as quickly and in as few lines of code as possible... in JavaScript, another simple/flexible language. If you absolutely need 3D, consider Papervision, also based on AS3/Flash. I haven t used DarkBasic but I ve heard good things. Anyone can learn BASIC. I ve poked around in Unity and been impressed. Again, lets you use Javascript, a simple language to learn.

Go forth and make awesome game prototypes! Annotated slides downloadable at my site, http://deepplaid.com