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X-Statement and Types of Gamers

Writer's picture: Deano SmithDeano Smith

Updated: May 26, 2021

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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