Level 5.4: Your First Paper Prototype

Your First Paper Prototype

Here are the rules for the classic children’s game Battleship:

  • Players: 2
  • Objective: sink all five ships in your opponent’s fleet before they do the same to you.
  • Setup: Each player has a 10×10 grid of squares, with the rows labeled with numbers 1 through 10 and the columns labeled with letters A through J. Each player has five ships: one ship that is 2 squares long, two ships that are each 3 squares long, one ship that is 4 squares long and one ship that is 5 squares long. Each player secretly places their ships on their own grid, in such a way that each ship is oriented sideways or up-and-down (not diagonally) and that ships do not overlap. A player is chosen to go first.
  • Progression of play: On a player’s turn, they call out a single square by its coordinates (such as “B-5″ or “H-10″). If the named square is not occupied by any of the opponent’s ships, the opponent says “Miss”. If the square is occupied, the opponent says “Hit”. Additionally, if the square was a “hit” and the ship that was hit has had all of its sections hit, the ship is considered “sunk” and the opponent must tell you which ship was sunk. No matter what the result, after the action is resolved, play passes to the opponent.
  • Resolution: When one player sinks all five ships of the opponent’s fleet, that player is the winner.

Normally, this game is available in toy stores. It comes on a plastic board with plastic pegs. Some fancy electronic versions require batteries and have sound. But I bet if you think about it, you could prototype this game in paper in less than five minutes. How would you do this?

If you couldn’t guess, all you’d have to do is draw two 10×10 grids on a sheet of paper for each of the two players (one to keep track of your fleet, and one to track the results of your shots against the opponent). This is all you need to play, and it gives pretty much the same experience as the “real” version!

Now, try this thought experiment: critically analyze Battleship as a game. What are the weaknesses of its design? How would you modify the rules of the game to make it better? If you are taking this course in a group, discuss this with your colleagues. Then, consider: how would you modify your paper prototype to test out your new rules in a playtest to see if they work? Usually, this is trivial to do. Here are some examples from the times when I’ve taught this course in a classroom:

  • Allow players to move their own ships if they haven’t yet been hit. (To modify the prototype: just allow players to erase and re-draw their ships.)
  • Allow players to use a “sonar sweep” instead of firing a shot on their turn: they name any 3×3 square area on the board, and the opponent says the number of squares in that area (from 0 to 9) that are occupied by ships. (No modifications necessary, just play with this as a new rule.)
  • Let players take another turn immediately if they score a “hit”. (Again, no modifications necessary, just play with this new rule.)
  • Use differently-shaped ships: instead of lines, have a T-shaped or square-shaped ship, like Tetris pieces. (To modify the prototype, just draw the ships in different shapes.)
  • Give each player one area-effect bomb that hits everything in an entire 3×3 square area. They can use it on their turn instead of taking a normal shot, but only once per game per player. (Again, just play with the modified rules.)
  • Shorten the game by playing on a 6×6 grid instead of 10×10. (Just draw the grid differently on paper.)

As you can see, modifying the rules to a paper prototype is very fast and easy, and you could go through many iterations in a short period of time. Don’t be afraid that your idea will be “bad”! Of course it will be bad. Even experienced designers create “bad” games in their first iteration. But you will never turn it into a good game unless you start somewhere. A paper prototype is very often the ideal starting point.