There are four areas of digital prototyping: game mechanics, technology, aesthetics, and kinaesthetics.
Prototyping Game Mechanics
Game mechanics are features of the formal aspects of gameplay. We prototype game mechanics when we have a gameplay question or design goal that we want to model in the game world. For example, let's say wewanted to prototype the mechanic of being able to travel at superhuman speeds without losing control of a character. The first step would be to create multiple prototypes of this mechanic. Perhaps one would simply slow-down all other entities and make the player slightly faster. Another may just speed up the player without changing the game world. The prototypes would be tested and tweaked until they answered the design question or met the design goal.
The main thing to remember when prototyping gameplay, is that we want to keep it simple and focused on a specific design question. We don't want to include all of our questions in a single prototype when we first start the prototyping process. The separate features can be integrated at a later time.
Prototyping Aesthetics
Aesthetics are the visual and aural elements of a game. Prototyping aesthetics can be done through storyboarding, concept art, animatics, interface prototypes and audio sketches. All are rough or early drafts of how things will look or sound in the final game. Prototyping aesthetics can help us express our game mecahnics. Generally we don't have to worry about prototyping aesthetics, although there are some situations where aesthetics can directly affect gameplay. For example, if you have a fighting game (e.g. EA Sports MMA) then all the kicking or punching animations will have a direct impact on gameplay. The timing and speed of those animations will change how the game is played and how players interact with each other and/or the system.
The important thing to do when prototyping aesthetics is to focus on the function of the aesthetics as opposed to the style.
Prototyping Kinesthetics
Kinesthetics are the "feel" of the game. This includes types of controls available to the player, how those controls feel and even the responsiveness of the interface. Kinesthetics must be prototyped digitally, since they are a unique element to the digital game. The feel of a game is directly affected by the type of controls that are available to the player. Playing a game on using a motion controller will feel different than playing the game with a mouse and keyboard or gamepad. It is important to think about the controls that you want to design for in advance since it will change the way your game feels.
Prototyping Technology
Technology prototypes are made to test all the software to make the game work on a technical level. Technology prototypes include graphics engine prototypes, AI, physics engines, and anything else necessary for a specific game. Even the production pipeline can be prototyped. Prototyping technology is about testing the software, debugging any development tools, and the workflow for developing content for the game.
The important thing to keep note of when prototying technology is that all code created for the prototypes is not final, and it may not even be yours. Using existing or unoptimized code when prototyping is important to get the prototype working and to get the idea across. Afterwards, the code should be rewritten using the same algorithms and concepts, such that it is optimized and fits your game perfectly.
Conclusion
The point of prototyping is to learn whether or not your ideas are good or bad. Without prototyping, you could waste time and resources developing something that is just not good. A good prototype can convey the core idea behind it without having to spend too much time or resources to get that idea across.
No comments:
Post a Comment