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Prototyping a new game

I am currently prototyping a new game, and thought I would share some of the process I am going through and some of my thoughts on how I intend to proceed. This game is in the very early stages of prototyping, but I thought the experiences I gain might provide people with ideas for their own board games.

To me, there are two key components to a board game, and normally you don't even think of prototyping until you have these two things in mind: the innovative gameplay element (the "gimmick") and the theme. For example, in Power Grid, the theme is power plant building, and the innovative gameplay element is the combination of auctioning and network building. The game wouldn't be quite as much fun if the theme were boring, and without that innovative edge that keeps the game moving, it just wouldn't be the same game at all. Keeping these two things in mind is key as you move forward.

And then, once you figure out some mechanic that will make the game move, you have to start doing the more boring parts of finding out *exactly* how the mechanic affects the game. How balanced does it need to be, how many players will it support? Will there be resources to be used, and how should they be distributed and utilized? How will the players interact with this game?

To solve these problems, you want to scratch down on paper or computer how these things work, and then start playing through a quick round of the mechanic to see how it plays out.

Since my primary profession is as a computer scientist, I am a big fan of generating computing models for, if not the entire game, at least several of the major components. It helps especially to determine balance, that elusive trait that is so hard to nail down by hand. How often does a player in a certain position win, how much relies on chance, how much on skill, how hard is it to gain those skills? Developing good computer models of the mechanics can help to determine the answers to these questions.

And, for the craftier people out there, there is always the fun of building physical prototypes. I'm not a particularly crafty person, sadly, but I am looking forward to creating a really sharp, fun physical version of my game. Even if you aren't too amazing with Photoshop or an Exacto knife, you can have fun scavenging eBay, game store miniatures, or just other board games for pieces to combine into your prototype. If you have an artsy acquaintance you can ask (or pay for their help), or perhaps find someone on Etsy to help you bring your idea to physical form. Or, perhaps, you can use it as an excuse to learn how to mold clay, whittle, or play with Photoshop.

Does anyone else have any good tips for prototyping games?

Photo — hisks



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