com sensibility.
These play values were the parameters for a series of brainstorming sessions interspersed with group play
of computer and noncomputer games. Eventually, a game concept emerged: li le girls in social con?¬‚ ict on a
playground. While every game embodies some kind of con?¬‚ ict, we were drawn toward modeling a con?¬‚ ict
that we hadn??™t seen depicted previously in a game. Technology and production limitations meant that the
game would be turn based, although it could involve real-time chat.
When these basic formal and conceptual questions had begun to be mapped out, the shape of the
initial prototype became clear. The very ?¬? rst version of SiSSYFiGHT was played with Post-it Notes around
a conference table. I designed a handful of basic actions each player could take, and acting as the program,
I ???processed??? the actions each turn and reported the results back to the players, keeping score on a piece
of paper.
Designing a ?¬? rst prototype requires strategic thinking about how to most quickly implement a playable
version that can begin to address the project??™s chief uncertainties in a meaningful way.
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