is the line that describes your game, should be simple, reliable, relatable. How you can sum your game up in one line.
Pillar 1: true element of the game
Pillar 2: another true statement of the games
Pillar 3: true statement
Familiar + Different
What it’s like
Reference familiar things like Star Wars and die hard:
X factor meets hitman : if you fail you die
Original
David Attenborough documentary you play
The moment:
When you get really excited on a game.
Soaking gardener on untitled goose game
Condense your passion
Make it easy
Make it relatable
Make it viral
Example
Build a thriving city in a world where buildings are alive, need constant management and a sense of purpose, if they are to be saved from demolition!
Pillars:
BUILDINGS ARE ALIVE
PEOPLE ARE FUEL
KEEP THE CITY ALIVE
A city builder, with living, breathing buildings
KNOW what you are making
What makes it DIFFERENT
WHY people want to play it
Audience who they are where they live (demographic)
Motivations (best to least):
Personal achievement
Ingame achievements
Cognitive
Emotional immersion
Creation and exploration
Independence
Affiliation
Status and rank
Leadership and power
Rewards
Motivations + Gameplay devices + demographics and attitude = 9 player segments
Category enthusiasts 7% -
People who know a particular genre fantastically (racing, runner, etc)
‘Not’ a gamer, gamers 17% -
Female demographics, often play on mobile, casual games, short gameplay, single player, puzzle or arcade. Candy crush
Improvers 17% -
Improve their mind, want to get better all the time. 14% around the world. Mental challenge, older female demographics, cross word, brain training, smooth progression. Trivia. Mobile. Prevent mental decline. play against other people. About how much you progress.
Prize Finders 9% -
Motivated by rewards. Play multiple times because limited play, time refresh. Getting rewards gives them warm feeling. They'll come back if they are rewarded. gender is equal. 22-44 age. daily rewards. could spend a lot of money (Gambling). puzzle or casino type games.
Imaginators -
Use games to do what they cannot in real life. Simulation games. love the control. Building and Exploration. Minecraft. NPC Interaction. Customise characters, worlds and events. City building. simulation. Side missions and quests.
Storytellers -
FPS, Control the fate of the character. Will devote many hours into a game. Usually play alone. Interaction with characters. Open world, side quest. Choices with consequence. Campaign mode. deep narrative. Adventure. Action. RPG. Animal Crossing.
Party People -
Play games because its a social event. playing to progress in levels. Connecting with friends. Form relationships. Every game is different because different players each time. Teach others how to play. Hate bragging and showing off. Demographic is 61% male 23-45. Team play. Multiplayer. In game chat. Shooter, RPG, Party games. Fortnite. Fall guys. Custom characters.
Score Chasers 13% -
People who are in it to win. Thrill off dominating and winning. Not into stories. Eliminate all enemies. Bragging. Love to be the best. Driven by being the best. Realistic worlds. Team play. Online Multiplayer. FPS. strategy games. action. Driven by men.
Strategy Kings -
Take pride in being smart. All about strategy. Clever and witty. Outsmart opponents. Not afraid of losing because they will learn. Spend time watching game play. They will play against anyone. Want to have a challenge. Driven by status. Performance tracking. 1v1. Online play. Strat games. Action games. Chess. Take turn games.
Assets -
Assets are what you use to sell the game.
Great GIFs will get your game attention, great trailers will sell your game,
Your KEY ART is your pack front - its the one asset that will be seen more than anything else. (On the packaging)
Write wonderfully compelling copy.
Descriptions -
An unrelenting onslaught of eye-popping visuals, ear bursting soundscapes and mind-melting action makes this game the vanguard of the next generation. -Good Example for a Game description
Key art is shown with store screens, and are different for every publisher and is where they get their image across to people and catch their attention (Logo, artwork, title, characters). Shouldn't look cluttered.
Mood Board -
Put a bunch of different images that represent the theme you want, together on a page.(Sports, Comic) Use mood boards if you can't do the art yourself.
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