Paper prototypes can be a cheap, effective way to evaluate your games design before investing all the resources needed to develop a digital game. When designing your paper prototype, you should start by answering the following questions:
- What are you looking to test?
- How can you port your desired evaluation to/from an analog/digital experience?
- How will your prototype inform the design decision or experience you are testing?
At its simplest, a paper prototype is a card or board game version of your digital game. It allows you to evaluate a select game mechanic or an aggregate set of experiences without the distracting stress of mastering specific technology (e.g. 3D modeling, computer programming etc).
One of the most common mistakes in paper prototype design is failing to construct a design that answers the specific question you are investigating. Unlike board game design, you are not looking to create a final version of the game in the analog space. Do not worry about testing mechanics for which you have plenty of examples (i.e. conventional gameplay). It is also usually fruitless to test mechanics for which timing or other "twitch response" is essential (e.g. first person shooter as a paper prototype). That does not mean you can't test a first person shooter as a paper prototype, but make sue you that the prototype informs a specific set of design questions you are asking. Such a design might seek to evaluate the layout of an FPS's level map, the logic of flow between rooms, or other such details. In short, don't expect a paper prototpye to inform "flow."
Paper prototyping can inform interface design, just as a sketch can help you understand interior design. The paper prototype will be useful in evaluating play balance issues, strategy (both planned and emergent strategies derived by players), and it may even help you test your game's writing. I have seen fairly effective prototypes that test dialogue, dialogue systems and plot twists (think Clue). Have fun with the design of your paper prototype, it is worth 20% of your grade and due October 19th.
The game industry is not the only one to use paper prototypes, but they are particularly helpful for games because the time and effort invested in the development in even the simplest games really begs for quality design decisions early.
I would also suggest the following reading on paper prototypes:
- Gamasutra: Saving Money via Paper Prototyping
- The Game Design Workshop: Includes examples of paper prototypes and an overview of the process
- Schell's The Art of Game Design: provides some basic information abotu prototype that will help segway into our digital production
- Joystiq EA/Maxis paper
To facilitate your paper prototype design, I have provided you with a standard set of paper prototyping board tools. Feel free to use these as templates or design your own:
Images:
PDF's (here is a game board too)
The following are paper prototypes created by my former students:
- Paper Prototyes from Winter 2009
- Paper Prototypes from Fall 2008
Here is some older advice and reading I had provided my former students on paper prototyping too.
Last modified: 10/5/09