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Day 4: The Simple and Stupid Prototype

7-Days of Game Design

The goal of prototyping is to test a core game concept as quickly and cheaply as possible. A prototype is not about making a polished product—it’s about learning. The sooner you can test your ideas, the faster you’ll discover what works, what doesn’t, and how to improve. A strong prototype is built around three key elements:

Rules:

  • Even in early versions, you need a rough set of rules—and I mean rough!

  • These can be in shorthand or explained verbally at first, but write them down as you test different versions.

  • Every rule you modify is a learning opportunity—keep track of rule variations and their effects.

Components:

  • Use whatever is available—index cards, dice, poker chips, digital tools, Warhammer minis—your prototype doesn’t need to look good, just function.

  • Your components should clearly represent all necessary game information so players can interact with your mechanics.

  • The simpler, the better—focus on testing ideas, not perfecting visuals.

Questions:

  • Before testing, have specific questio…

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