Great article, and some great quotes:

 'prototyping is a way of life'. - totally!  I even demarcate goals for
myself as incarnations, iterating areas I don't know will work.

"you cannot schedule creativity"

regarding meetings to improve rather than brainstorm: "Everyone is a better
critic than a creator, right?"

Great interactive prototypers are a rare breed being rather
interdisciplinary.    But as an engineer, I do think that the value of a
solid engineer to prototype, there are complex tools and technologies that
allow some prototypes to either be developed faster, or some features which
can't be be hacked.   The article talks about experimental game play, but
that puts a natural bound on the life of a prototype, in some applications a
prototype is the blueprint for the real thing and it needs to be bullet
proof.

On Tue, Dec 23, 2008 at 1:49 PM, pauric <pau...@pauric.net> wrote:

> This article of Game Design & Rapid prototyping is worth a read,
> especially around the topic of inspiring creativity & ideation.
>
> http://www.gamasutra.com/features/20051026/gabler_pfv.htm
>
> 3. Development: Nobody Knows How You Made it, and Nobody Cares
>
> Nobody Cares About Your Great Engineering
>
> Again, it's worth noting that a great engineer does not necessarily
> make a great prototyper. "Correct" or "reusable" solutions are often
> not what we look for in quick throwaway code. For every problem, you
> should be able to come up with a large handful of solutions and be
> prepared to pick the one that gets the job done – fast. The end user
> will never see your great engineering, and they don't care.
>
> I recommend checking out the game 'World of Goo'  the visual &
> gameplay design are top notch.  The Confirmation Dialog in the tower
> of Goo subgame is genius.
> http://2dboy.com/2008/10/15/demo-of-world-of-goo-available/
>
> /pauric
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