FUNDAMENTALS OF GAME DESIGN, SECOND EDITION

From Idea to Game Concept

Chapter 2 described a game concept as "a general idea of how you intend to enter­tain someone through gameplay." That description was accurate enough for an overview, but to discuss game concepts in detail, we need a more complete explanation.

A game concept is a description of a game detailed enough to begin discussing it as a potential commercial product—a piece of software that the public might want to buy. It should include, at a minimum, the following key points:

■ A high concept statement, which is a two - or three-sentence description of what the game is about. Here's a high concept statement for a game about street football: The game at its grittiest. No pads, no helmets, no refs, no field. Just you and the guys, a ball, and a lot of concrete.

■ The player's role(s) in the game, if the game is representational enough to have roles. If the player will have an avatar, describe the avatar character briefly.

■ A proposed primary gameplay mode, including camera model, interaction model, and general types of challenges the player(s) will experience in that mode.

■ The genre of the game or, if you think it is a hybrid, which features it will incorporate from the different genres to which it belongs. If it is an entirely new kind of game, include an explanation of why its gameplay doesn't fit into any existing genre.

■ A description of the target audience for the game.

■ The name of the machine on which the game will run and details of any special equipment the game will require (for example, a camera or dance mat).

■ The licenses that the game will exploit, if any.

■ The competition modes that the game will support: single-, dual-, or multi­player; competitive or cooperative.

■ A general summary of how the game will progress from beginning to end, including a few ideas for levels or missions and a synopsis of the storyline, if the game has one.

■ A short description of the game world.

You should put all these items into a high concept document. This chapter dis­cusses how to think about these issues, except for a few that are self-explanatory or are covered in earlier chapters. You can see a sample high concept document on the companion website.

In a commercial environment, a publisher wants to see several additional details: the game's potential competition, the unique selling points (often abbreviated USPs) that make your game stand out in the marketplace, and possible marketing strate­gies and related merchandising opportunities.

As you can see, a game concept is much more than an idea. It is an idea that you have thought about and begun to develop. A game concept contains enough detail that you can begin discussing how it will feel to play the game and what further design work you need to create the game.

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