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Tracy Fullerton

"Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games"

The physical prototype of
your original game concept is working, though perhaps
not perfectly. At this point you will want to do
some playtesting of your prototype, as discussed in
Chapter 9.
But physical prototyping is only the ?¬? rst in a long
set of steps to completing a functional digital game.
You and your team should use the physical prototype
as the blueprint for a so ware prototype. Because
you have spent a lot of time thinking through the core
mechanics and most important features of your game
by building a physical prototype, articulating those
mechanics will be much simpler.
Obviously, taking your physical prototype from a
physical to a digital design will change the nature of
how players access the game, but the core mechanics
of the system are still valid. For example, in the
FPS prototype you could lay out the arena, spawning
points, ammo, ?¬? rst aid, etc., in the so ware prototype
exactly as you had them in the physical prototype.
The programmers would implement a real time system
for movement and shooting, making your card
system obsolete, but the basic gameplay would
remain intact, and the map you created would provide
a good design guide.


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