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	<title>Comments on: Building a prototype</title>
	<link>http://www.casualgamedesign.com/?p=17</link>
	<description>Designing games everyone can enjoy</description>
	<pubDate>Tue, 07 Sep 2010 02:02:19 +0000</pubDate>
	<generator>http://wordpress.org/?v=1.5.2</generator>

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 		<title>Comment on Building a prototype by: PreviewLabs</title>
		<link>http://www.casualgamedesign.com/?p=17#comment-3648</link>
		<pubDate>Tue, 02 Mar 2010 19:55:46 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=17#comment-3648</guid>
					<description>I really enjoyed this article. It is kind of an overall introduction to prototyping. We're running a company (www.previewlabs.com) that is making rapid game prototypes. Mostly programed of coarse and not only casual games... 

I'd like to know how you guys think about how to use a prototype. In our experience a game prototype should be used to give a evaluate a game development project. If the prototype isn't right, the game shouldn't be made, right? 

by the way, I've referenced your article on my blog (www.previewlabs.com/blog).</description>
		<content:encoded><![CDATA[	<p>I really enjoyed this article. It is kind of an overall introduction to prototyping. We&#8217;re running a company (www.previewlabs.com) that is making rapid game prototypes. Mostly programed of coarse and not only casual games&#8230; </p>
	<p>I&#8217;d like to know how you guys think about how to use a prototype. In our experience a game prototype should be used to give a evaluate a game development project. If the prototype isn&#8217;t right, the game shouldn&#8217;t be made, right? </p>
	<p>by the way, I&#8217;ve referenced your article on my blog (www.previewlabs.com/blog).
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 		<title>Comment on Building a prototype by: TeMPOraL</title>
		<link>http://www.casualgamedesign.com/?p=17#comment-3161</link>
		<pubDate>Fri, 05 Sep 2008 07:44:46 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=17#comment-3161</guid>
					<description>Though I do not consider Clicks as authoring tools for computer games, maybe stuff like GameMaker or The Games Factory could be good for prototyping? They are little sophisticated, but not as much as if you'd have to code entire game mechanics.</description>
		<content:encoded><![CDATA[	<p>Though I do not consider Clicks as authoring tools for computer games, maybe stuff like GameMaker or The Games Factory could be good for prototyping? They are little sophisticated, but not as much as if you&#8217;d have to code entire game mechanics.
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 		<title>Comment on Building a prototype by: Hoodia Gordonii</title>
		<link>http://www.casualgamedesign.com/?p=17#comment-2900</link>
		<pubDate>Fri, 04 Apr 2008 18:25:23 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=17#comment-2900</guid>
					<description>Hoodia Gordonii Plus http://www.couchsurfing.com/hoodia</description>
		<content:encoded><![CDATA[	<p>Hoodia Gordonii Plus <a href='http://www.couchsurfing.com/hoodia' rel='nofollow'>http://www.couchsurfing.com/hoodia</a>
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 		<title>Comment on Building a prototype by: eddies</title>
		<link>http://www.casualgamedesign.com/?p=17#comment-2318</link>
		<pubDate>Sun, 16 Sep 2007 22:03:24 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=17#comment-2318</guid>
					<description>well as far as i know i want to comment that games should be made according what you can say audience or player need ......if you are thinking you hade made a game for professional not for noobs then you will fail because i have seen so many games now adays totally unplayable people hate them....although they are from good renowned developer but the problem starts there when people failed to understand or achieve the goals in that 

kind regards 
eddies
www.naturalgames.com</description>
		<content:encoded><![CDATA[	<p>well as far as i know i want to comment that games should be made according what you can say audience or player need &#8230;&#8230;if you are thinking you hade made a game for professional not for noobs then you will fail because i have seen so many games now adays totally unplayable people hate them&#8230;.although they are from good renowned developer but the problem starts there when people failed to understand or achieve the goals in that </p>
	<p>kind regards<br />
eddies<br />
<a href='http://www.naturalgames.com' rel='nofollow'>www.naturalgames.com</a>
</p>
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 		<title>Comment on Building a prototype by: Angie Clever</title>
		<link>http://www.casualgamedesign.com/?p=17#comment-2234</link>
		<pubDate>Fri, 17 Aug 2007 16:22:02 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=17#comment-2234</guid>
					<description>I totally agree.  Prototypes are great, and as long as you are casually gaming it really works out well for fun too.  I've had some great times running prototypes.</description>
		<content:encoded><![CDATA[	<p>I totally agree.  Prototypes are great, and as long as you are casually gaming it really works out well for fun too.  I&#8217;ve had some great times running prototypes.
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 		<title>Comment on Building a prototype by: Kloonigames &#187; Blog Archive &#187; Another Bunch of Articles About Rapid Game Prototyping</title>
		<link>http://www.casualgamedesign.com/?p=17#comment-639</link>
		<pubDate>Fri, 10 Nov 2006 08:52:10 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=17#comment-639</guid>
					<description>[...] Casual Games Design - Building A Prototype http://www.casualgamedesign.com/?p=17#more-17  A very good article about why you should prototype and what kind of different prototyping options you have. I tend to go for the Program a Prototype -section, but I&amp;#8217;m starting to get more and more interested in &amp;#8220;paper&amp;#8221; prototyping. The only type of prototyping not listed there and probably the most used in the (casual) games industry, is the Prototype With an Existing Game -type. In which the game designer plays some over-1-million-copies-sold type of game to prove that the game mechanism works (or at least sells well). [...]</description>
		<content:encoded><![CDATA[	<p>[&#8230;] Casual Games Design - Building A Prototype <a href='http://www.casualgamedesign.com/?p=17#more-17' rel='nofollow'>http://www.casualgamedesign.com/?p=17#more-17</a>  A very good article about why you should prototype and what kind of different prototyping options you have. I tend to go for the Program a Prototype -section, but I&#8217;m starting to get more and more interested in &#8220;paper&#8221; prototyping. The only type of prototyping not listed there and probably the most used in the (casual) games industry, is the Prototype With an Existing Game -type. In which the game designer plays some over-1-million-copies-sold type of game to prove that the game mechanism works (or at least sells well). [&#8230;]
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 		<title>Comment on Building a prototype by: WilliamWilling.com &#187; Blog Archive &#187; Second prototype</title>
		<link>http://www.casualgamedesign.com/?p=17#comment-43</link>
		<pubDate>Sat, 07 Jan 2006 14:28:34 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=17#comment-43</guid>
					<description>[...] I worked a bit on the prototype yesterday and today and now I have&amp;#8230; a bouncing ball! I also adjusted my opinion about some details of the gameplay. That&amp;#8217;s one of those good things aboutÂ prototypes: it&amp;#8217;s much easier to find out what works and what doesn&amp;#8217;t. [...]</description>
		<content:encoded><![CDATA[	<p>[&#8230;] I worked a bit on the prototype yesterday and today and now I have&#8230; a bouncing ball! I also adjusted my opinion about some details of the gameplay. That&#8217;s one of those good things aboutÂ prototypes: it&#8217;s much easier to find out what works and what doesn&#8217;t. [&#8230;]
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