important conceptual elements of the game. It’s often part of a larger, more detailed design document. It should give the reader an overall sense of the game quickly and easily; it should be short and to the point (one or two pages – about 350 words). You want to entice your reader with the ‘high concept’.
statement or ‘one liner’) Why the game is important Why the game is unique Who’ll be interested in the game (audience) Why should the game be published
summarising your game. It should be short, snappy and instantly say everything you need to know about the game. If it takes more than a sentence, chances are it’s too complex!
teenagers afflicted by dyslexia where the singular objective is to slice up long words into shorter ones, scoring points each time a new word is created successfully.
the first iOS and android game to offer those with letter-based learning difficulties a chance to have videogaming fun whilst simultaneously overcoming their difficulties with written language. Ask yourself, why is this game important? What does it have to offer that other games don’t? Why choose to make this game rather than any other?
ultra smooth polygons, new sound chips, etc Artistic style: hand drawn, watercolours, black and white, abstract, etc Innovative gameplay: unique win conditions, playing as the enemy rather than the hero, etc New genre or audience: targeting towards a previously untapped market like ‘octogenarian gamers’, etc Emotional storytelling: complex plotline, forging a special bond with the characters. Novel interfaces – motion controllers, balance boards, augmented reality, etc
of a kind’ or different from everything else on the market? For instance: ‘Super Word Ninja’ is unique as no other word game on a Smartphone is tailored specifically for those with dyslexia.
the potential target audience for ‘Super Word Ninja’ Who’ll be interested in playing my game? How do you know they’re your target market? What sort of research can you do to ensure you’re going to reach your customer base?
aimed at young teenagers with word-based learning difficulties. Not only do 5-10% of the world suffer with dyslexia, but also, according to figures from OFCOM, 60% of teens say they’re addicted to their Smartphone, making iOS an engaging platform for launch. In a straw poll of 25 dyslexic learners, 88% said they’d ‘definitely’ buy the game ‘Super Word Ninja’ if it was available today.
it potentially make? Market share: could you control the market and be the forerunner in the genre (e.g. Rockstar Games and the sandbox genre) Publicity: will the game have a high public profile? Industry Prestige: will the game garner industry awards and recognition? Is this game going to attract future employees and product awareness on name alone? Meeting Deadlines: is this going to be a long, medium or short term project? How will it fit into the publisher’s release schedule?