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	<title>Comments on: Prototypes vs. Design Documents</title>
	<atom:link href="http://makemacgames.com/2005/12/16/prototypes-vs-design-documents/feed/" rel="self" type="application/rss+xml" />
	<link>http://makemacgames.com/2005/12/16/prototypes-vs-design-documents/</link>
	<description>The Adventure</description>
	<pubDate>Fri, 21 Nov 2008 08:20:19 +0000</pubDate>
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		<title>By: Jon Trainer</title>
		<link>http://makemacgames.com/2005/12/16/prototypes-vs-design-documents/#comment-145</link>
		<dc:creator>Jon Trainer</dc:creator>
		<pubDate>Sat, 17 Dec 2005 15:54:41 +0000</pubDate>
		<guid isPermaLink="false">http://makemacgames.com/?p=124#comment-145</guid>
		<description>Fun is definitely the target.  

I'm not at all saying that prototypes aren't valuable.  I'm simply saying that relying strictly on a prototype and not commiting your ideas to a design document is dangerous practice.  Especially when working on larger more complex projects. At least this is my experience.</description>
		<content:encoded><![CDATA[<p>Fun is definitely the target.  </p>
<p>I&#8217;m not at all saying that prototypes aren&#8217;t valuable.  I&#8217;m simply saying that relying strictly on a prototype and not commiting your ideas to a design document is dangerous practice.  Especially when working on larger more complex projects. At least this is my experience.</p>
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		<title>By: Keith Weatherby II</title>
		<link>http://makemacgames.com/2005/12/16/prototypes-vs-design-documents/#comment-144</link>
		<dc:creator>Keith Weatherby II</dc:creator>
		<pubDate>Fri, 16 Dec 2005 22:23:57 +0000</pubDate>
		<guid isPermaLink="false">http://makemacgames.com/?p=124#comment-144</guid>
		<description>Obviously you need to know where you're going in doing say an rpg or adventure game.  But then in that you need an idea of where you're heading, story wise.  But the game itself can just be fleshed out and iteravely developed.  And who says it's wrong for an fps to turn into a top down.  If that is what makes it fun, then it's not wrong, and isn't that what you're trying to figure out anyways?

Keith</description>
		<content:encoded><![CDATA[<p>Obviously you need to know where you&#8217;re going in doing say an rpg or adventure game.  But then in that you need an idea of where you&#8217;re heading, story wise.  But the game itself can just be fleshed out and iteravely developed.  And who says it&#8217;s wrong for an fps to turn into a top down.  If that is what makes it fun, then it&#8217;s not wrong, and isn&#8217;t that what you&#8217;re trying to figure out anyways?</p>
<p>Keith</p>
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		<title>By: Jon Trainer</title>
		<link>http://makemacgames.com/2005/12/16/prototypes-vs-design-documents/#comment-140</link>
		<dc:creator>Jon Trainer</dc:creator>
		<pubDate>Fri, 16 Dec 2005 18:10:23 +0000</pubDate>
		<guid isPermaLink="false">http://makemacgames.com/?p=124#comment-140</guid>
		<description>Absolutely!  

Unfortunetaly, I see more and more developers (not just for games) are eschewing the design document under the guise of "agile" development.</description>
		<content:encoded><![CDATA[<p>Absolutely!  </p>
<p>Unfortunetaly, I see more and more developers (not just for games) are eschewing the design document under the guise of &#8220;agile&#8221; development.</p>
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		<title>By: GBGames</title>
		<link>http://makemacgames.com/2005/12/16/prototypes-vs-design-documents/#comment-139</link>
		<dc:creator>GBGames</dc:creator>
		<pubDate>Fri, 16 Dec 2005 17:00:14 +0000</pubDate>
		<guid isPermaLink="false">http://makemacgames.com/?p=124#comment-139</guid>
		<description>I believe prototypes aren't meant to replace design documents so much as isolate what makes a game fun.   Once you figure out the integral elements of the gameplay, a design document can help you figure out the details.  

Simple games might not need more than successful prototyping, but obviously larger games with larger teams need some document to tell people what they should be building. Otherwise, it is possible that someone could change an FPS into a top-down shooter, and no one will be able to show proof that it would be wrong.</description>
		<content:encoded><![CDATA[<p>I believe prototypes aren&#8217;t meant to replace design documents so much as isolate what makes a game fun.   Once you figure out the integral elements of the gameplay, a design document can help you figure out the details.  </p>
<p>Simple games might not need more than successful prototyping, but obviously larger games with larger teams need some document to tell people what they should be building. Otherwise, it is possible that someone could change an FPS into a top-down shooter, and no one will be able to show proof that it would be wrong.</p>
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