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Schlen Bagel's avatar

Love this; coming out of school, I was fully aboard the prototyping hype change, after going through my first professional and real prototyping phase, this feeling mellowed significantly.

Some parts that felt frustratingly familiar

1. Hour long discussion meetings that end with no real decision made

2. Requiring stub anim and SFX and VFX treatments before evaluation

Heavily timeboxed prototyping seems like a strong option. Evaluation always seemed to me to be the big problem, we had strong and fun prototypes, but because we never cut any off, each prototype got dragged along, and rarely refined. Furthermore, evaluation was very difficult to do in practice because we didn't have very specific goals to evaluate against. We would have long, meandering discussions, and every idea got tried because we didn't have a good, non-personal reason to dismiss things out of hand. Eventually, we got steamrolled and told what to make. I was very upset at the time, but looking back I can concede that it was the right call for the game.

Side note: I've struggled to find good game dev/design stuff on Substack (that isn't news or tutorials), if you have any recommendations please let me know!

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