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Casper Svensson

How I made my first prototype


A card game in disarray
My first prototype

Prototypes are a good way to try interaction because they offer a tangible representation of a product or system early in the design process. They allow for quick and cost-effective testing of ideas, functionalities, and user interactions, helping to identify flaws, improve usability, and gather feedback before investing significant time and resources into development.


Different types of prototypes

There are generally three types of prototypes that UX designers learn about that I kept in mind when I made my first outline of the game and serve a role in the development of the game.


1. Low-fidelity (low-fi) prototypes are typically the most cost-effective option. Since they rely on simple materials like paper sketches or basic digital mockups, they require minimal financial investment. I can quickly iterate and experiment with ideas without significant financial risk. Normally, you might have the urge to create wicked cool graphics right away but I always remind myself, “Do you want to make a pretty game or a fun game”? The distinction changes the thought process and therefore also the outcome, designing with the intention of long-term success. 


2. Mid-fidelity (mid-fi) prototypes require a slightly higher budget compared to low-fi prototypes. While still very affordable, mid-fi prototypes may involve purchasing or licensing software tools for creating digital mockups or prototypes. Additionally, there may be some costs associated with more advanced features or assets. If you opt to playtest your game with people, it could be beneficial to tidy up your rough, low-fidelity sketches. This helps ensure they grasp the current iteration and mechanics, as you might have the entirety of the game in your mind, whereas others will evaluate your game solely based on what they see and experience.


3. High-fidelity (high-fi) prototypes generally require the highest budget of the three types. Developing high-fi prototypes involves creating polished graphics, and gameplay mechanics that closely resemble the final game. This requires greater investment in professional talent, software licenses, and extensive asset creation, which can significantly increase development costs. If a bad/untested idea is discovered in this stage you might have to spend time redoing the graphics, shifting the balance of the game, or redesigning other systems. And if the goblins in World of Warcraft taught me anything, “Time is money, friend!”.



How I made my first prototype 

I began sketching actual playable concepts straight from my imagination, drawing inspiration from other games in innovative ways. With every stroke of the pencil, I visualized the epic clashes between mighty warriors engaging in Holmgång, planning out strategic maneuvers, and the intense atmosphere of combat.


Sketches of tatical grid
Different iterations of a tactical grid

I delved deeper into the concept of implementing a tactical grid, letting players try to outmaneuver their opponent. As I went over them and quickly playtested with some close buddies, I soon realized that it might not be the best fit for the dynamic and fluid nature of Viking combat. While the tactical grid certainly offers a focus on strategy akin to games like Risk or Civilization, it lacks the personal connection of putting players in the shoes of Vikings, standing in the mud with crows watching from barren trees, heart-pumping adrenaline just before they make the first move that will shape the tide of battle. Therefore, instead of the tactical grid, I opted to explore alternative approaches that would better capture the essence of swift, strategic decision-making amidst the chaos of battle. While pondering, I liked the idea that a card game where players equip armor and weapons would satisfy that personal Viking perspective of the game. And since the “tactical grid” concept was drawn rapidly and cheaply they are easier to trash without much consequence. 


Materials 

Let’s discuss materials. Since opting for a card game, I'm planning to create numerous cards, each representing different aspects of combat and strategy. I purchased a set of blank playing cards, card holders, and colorful dice to start my session. These blank cards provide an ideal starting point for sketching out the multitude of cards, with the flexibility to discard and refine them as needed at the cost of only $0.05 per card, which is quite reasonable. Additionally, I bought card holders to facilitate creating different versions of the game during playtesting, allowing me to assess what versions work and what don't. The colorful dice serve multiple purposes, such as displaying players' health, countdowns, or keeping track of the score. They are versatile in the prototype phase, allowing the creator to change their function quickly during the development of the game. Maybe they are not always optimal for a finished product but for prototyping they are great! Additionally, managing a collection of colorful dice adds a fun element to the process. I've taken the time to compile an Amazon shopping cart with the items I purchased, providing an easy way for others to acquire them and start creating their games or inspire loved ones to create something unique.


blank cards, dice in a mess
Items to start creating!

“I am the law!”

Like the line from the dystopian movie Judge Dredd (1995), I am responsible for guiding players to find Viking glory or demise with fair and engaging rules. With my UX background, I would like to think that there is a good way and a bad way to make rules in games and even real life. I would define a good rule as something that motivates explorative and strategic gameplay. On the other hand, a bad game rule is overly complex, confusing, or simply limiting. It may introduce unnecessary barriers or restrictions that hinder players' enjoyment or make the game feel frustrating or unfair. With a rough idea of the game's rules and game loops in mind, I created the initial set of cards. Shortly after, I laid the groundwork for my game by drafting the first iteration of general rules. Beginning with fundamental concepts such as game loops and turn-taking, I established a structure to ensure smooth gameplay flow. Since the game heavily relies on cards, many rules and situational instructions are conveniently written directly on the cards themselves. This approach not only simplifies gameplay but also reduces the length of the rule book, with each rule or situation revealed only when the player interacts with the card. Whether the rules make sense or feel natural for players will be determined when I present them to players for further feedback.


Next time 

The next post should delve deeper into the experience of conducting real playtests. This could include details about gathering players, setting up the game, observing gameplay dynamics, noting feedback, and reflecting on the overall experience. It's a crucial step in game development that offers valuable insights into how the game performs in a real-world setting and provides opportunities for refinement and improvement.


See you later!


/C

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