Digital
prototypes are critical for making digital games. They shouldn’t be complete
projects, should have minimal art, and incomplete gameplay. Prototypes are
broken into four categories. One, mechanics: these are discrete features of the
formal aspects of games. They can sometimes be tested with a physical
prototype. Two aesthetics: the visual and dramatic elements. The right amount
should be tested, not too much only important elements. Three kinesthetic: the “feel
good” part of the game, the control scheme, the interface. Four technology: the
software, it doesn’t have to be written in the final programming language or
even directly useable.
Control
schemes are important for the feel of the game. They should be simple and
accessible as well as work appropriately with the type of controller used. View
point is how the player sees the character/ game. It has a large impact on the
gameplay and system. There are multiple types of viewpoints; overhead, side,
isometric, first person and third person.
Things
to keep in mind when making a game: form follows function. This means why are
you making the game and how is it innovative. Metaphors: how are you going to
make interfaces that represent parts of the game for example, health.
Visualization: use natural mapping to make it feel normal. Grouping features:
what goes together should be grouped together. Consistency: keep certain
buttons in the same place. Feedback: visual/ aural elements when the player
does something. When making games, you must choose the language and game
engine. I found it interesting that you don’t have to make a prototype in the
final game language/ engine and that it can be very bare bones. I don’t have
any questions for this reading it is straightforward.