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January 04, 2007

Comments

I would slightly rephrase "Let People In Power See The Prototype Before It's Ready". In particular, I think a prototype is a rhetorical tool as much as it is anything else. Just like you would word an email to the CEO differently than you'd word an email to your co-worker, you would also not show the same prototype to the execs as you would to the team. It's all about (1) understanding your audience and (2) controlling who your audience is.

Great post! But, to be nitpicky, shouldn't it be called "Ways to Screw Up Prototyping"? For me, preproduction covers a lot more than just a prototype: game design writing, choosing a art style, overall planning and so on. It's the phase where you plan what you're going to do before you actually do it. Or is my definition broader than the usual one?

Not nitpicky at all - yes, preproduction is a larger set than prototyping - still, items 1, 2, and 3 are ways to screw up the whole enchilada. 1 & 3 are obvious, I think - and with #2 I'm really talking more about a 'vertical slice' prototype than a rough-sketch prototype, one of the things you end up with at the end of prepro. And shouldn't discard.
Seems obvious but I've seen it happen.

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