Here´s a collection of specifications for software and games. You can argue a specification is also a prototype of sorts: it helps establish the raison d’être and the what of the project at hand. Great specifications communicate value and serve as a terrific way of aligning a team and stimulating discussions on feasability and economics.

Have you found a great spec? Send it to prototypes@kambrium.org

Diablo

”The following is Codors, Inc.’s proposal for a role-playing game, playable on PC-compatible computers. Diablo captures familiar fantasty elements withing a unique structure designed for maximum replayability, expandability, and versatility. Diablo fills a neglected nice in the computer game market.”

”/…/ we seek to reinvigorate the hack and slash, feel good gaming audience. Emphasis will be on exploration, conflict and character development in a dark quest for justice.”

Diablo was released in January 1997 and came to be the first installment of one of the most successfull game series of all time. By 2001 it had sold more than 2.5 million copies.

LucasArts Grim Fandango Puzzle Document

Quote from the spec: ”Ah-ha! Nonlinearity rears it’s repulsive, yet fascinating head!”

Fog Creek Project Aardvark Functional Specification

”As the final version of Copilot.com (what this spec calls “Aardvark”) went into production in early August, 2005, this spec is now of historical interest only. I’m making it available as a part of Joel on Software because many people have asked to see some samples of the kinds of specs we write at Fog Creek.”