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Chapter 7. Creating Game Prototypes

Once you have a solid concept for a game, you can start working out how you’ll turn it into a playable experience. But development can be a risky venture. Games are inherently negotiated experiences; the designer normally just defines the parameters of play, within which the players bring the game to life. Part of the experience is created in advance, but the rest exists only in the moment of play. This means that it can be very difficult—if not impossible—to tell how well a game will play, short of actually playing it. You have to assume that the design of any game will go through a lot of revisions between conceptualization and ...

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