Quick answer: Yes, you almost always need a prototype, building the full game on an unproven idea is risky; a prototype tests whether your core idea is fun before you invest in building everything.
A prototype answers 'is this actually fun' before you bet your time on it. Here is whether you need one.
Why You Need One: Test Before You Build
You need a prototype because building a full game on an unproven idea is risky: you might spend months only to find the core is not fun. A prototype tests the key question, is this actually fun and does this system work, quickly and cheaply, so you validate the idea before investing in building everything around it.
Bugnet is not a prototyping tool, but it shares the test-early philosophy: just as a prototype validates the design cheaply before scaling, Bugnet captures crashes early so you validate stability cheaply before scaling, both catch expensive problems while they are still small.
What It Saves: Building the Wrong Thing
A prototype saves you from building the wrong thing: it is the cheapest place to discover that your idea does not work, your mechanic is not fun, your system does not hold up, before you have built content, art, and systems on top of a flawed foundation. Throwing away a prototype costs days; throwing away a full game costs months.
Bugnet saves you from a parallel waste on the technical side: catching a crash-prone architecture or a fundamental stability problem early (in a prototype or early build) rather than after building the full game on top of it, so you do not invest heavily on a broken technical foundation.
Keeping It Cheap: Rough Is the Point
A prototype should be rough, polish is not the point, answering the question is. The value is in learning fast and cheap, so a prototype that takes too long or gets too polished defeats its purpose. Build the minimum that answers 'does this work', learn, and move on (often discarding the prototype).
Bugnet keeps the technical validation similarly lightweight: it is quick to add and captures crashes automatically, so you can get stability data from an early build without heavy setup, keeping the catch-problems-early discipline cheap and fast, the same spirit as a good prototype.
Yes, you almost always need a prototype, building a full game on an unproven idea is risky; a rough prototype tests whether your core idea is fun cheaply, the cheapest place to learn it does not work.