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  • Hello, We’re a small team working out of Visby, Sweden and this presentation aims to introduce the game we’ve been working on the past years. Fields of glory is a multiplayer thrid person action game all about intense melee combat. Heavily influenced by sports and aim to bring a sport-like competetive experience.
  • I’ll begin to quickly go over the main business potential of Fields of Glory and try to explain why we believe this game has the potential to find a place in the market. Firstly. We’ve noticed an increase in the interest for competitive multiplayer games and the interest for e-sport. We believe this audience is always looking for new experience and we can offer them something new yet familiar. We are aiming to be free to play as we believe this is the best way to get players into the game and grow a community around Fields of Glory. Which we feel is vital for this type of game. Can be marketed as a melee combat game as there really isn’t any big games based around melee combat available right now. We offer both expressive fun and customization of you character as well as the opportunity to customize your characters abilities and attributes. Players can play the game as they feel most comfortable. The Fields of Glory concept has lots of opportunities for the implementation of a micro-transaction model as it is heavily based around collecting and earning new ways to customize your character. More on this in a later slide.
  • I’ll quickly go through the core basic gameplay of Fields of Glory. Played in single online matches where two teams compete against each other. Core gameplay is about dismembering your opponents through melee combat. Players can continue fighting as long as their character has some combat value. Players are defeated once their characters looses both arms or legs. Players alter their characters’ attributes and abilities by using prosthetic limbs, reattaching lost arms and legs. The character gains unique special abilities based on which prosthetic limbs they have equipped. A more tactical aspect than the core melee combat, promoting team play. Through playing the game, players earn new prosthetic limbs and progress through the meta game by increasing their available arsenal. Note: Add abilities!!!
  • Our main audience is the typical competitive multiplayer-player. Fields of Glory builds on many of the ideas established by these games and we believe the audience will fell right at home. We believe in hooking the hardcore player, as they tend to be very passionate and vocal about their gaming. This could yield further interest through word of mouth and expand towards the more casual players.
  • Prime examples of our main audience. The ones that showed the most interest when we displayed a pre-alpha version of Fields of Glory at GameX this year.
  • Free to play. Key to attracting a player base. Once established this will attract more players from our core audience looking for a competitive experience. We are merging a lot of familiar mechanics from the most popular competitive online games available today into what is Fields of Glory. Players will recognize different things from their favorite games. A violent and brutal aesthetic. Attracts interest and gives a unique feel not found in most competitive games today. Really no multi-player action game based around melee combat available today, which will attract a part of the player base for a first look.
  • Engagement will come from the following: Free to play. No upfront payment needed. The game will be worth a first look. Fields of Glory is easy to get into, start pressing buttons and see results by your actions. New players competing against other new players. Skill based combat. Player will notice themselves get better and start beating their opponents, or their opponents are getting better providing motivation for the player to step up their game. Competitive nature. Win games, see progress, advance through ranking lists. Defined match time. A match will never go on for more than 10-12 minutes, players will know how much time they will invest to a single match. Lack of time shouldn’t be a factor. Purchases will come from the players need to collect new prosthetics or customizing their characters aesthetics.
  • The narrative’s key goal is to provide a reason for everything in the game to exist. It has to make some sort of sense. Galactic scale to allow for different alien species and technologies. Leave room to create ANYTHING without it feeling out of place. “ For thousand of generations war has devastated our universe, the conflicts spreading across the galaxies has placed every inhabited worlds in the shadow of suffering. With hopes for a change an intergalactic council of superior races made a decision towards peace and justice in a war torn universe. Whenever a great conflict arose, a tournament with each faction’s greatest warriors was to be held. The destruction of the planets were moved to the arena, the soldiers of the battlefield became champions on the fields of glory and all the funds and technology used during the wars helped to build the foundation of a grand sport. As the sport grew in popularity and the possibility of financial gain increased the connection between teams and the faction they represented started to fade. Corporate sponsored teams emerged and the sport became both the number one sport and source for entertainment in the universe. Blood was now spilled like numbers in a graph and the names of mighty champions were now the only thing spreading across the galaxies. “
  • The melee combat is all about cutting of your opponents arms or legs. Fields of Glory tests your reaction time. Quickly aim your attacks. Fields of Glory borrows some mechanics from the fighting games genre. Three stages to an attack. Setup time, active time and recovery time. This makes timing and reading your opponents crucial. Fields of Glory doesn't use health bars like most games. A character’s health is determined by their combat value. They can fight as long as they still have a leg and an arm left.
  • Players will collect prosthetic limbs and build their own champions by using them.
  • For every prosthetic limb in Fields of Glory, there is also a special ability. Inspired by games such as DOTA and League of Legends. The purpose of the abilities is to further help the characterization of the prosthetic limbs and to support team play to a further extent than the basic melee combat allows. The abilities available in Fields of Glory ranges from damaging abilities such as pulse beams or shot gun blasts to more supportive abilities that can provide healing or stat bonuses to your team.
  • Players earn access to new champions as they play. Basically a skin. No game play value, only visuals. The goal is that each player should find at least one champion that they feel a connection to.
  • This is a key feature for team play in the game. Allow players to assume different roles in a team and allow for creative strategies. The idea is to leave the large strategic choices outside of matches. Allow players to plan their strategies without any stress.
  • The in-game progression is based of the limbs you choose to bring into the game beforehand. You have already formulated your strategy. All about tactical choice, moment to moment decisions. This feature is only relevant during the match, does not carry over to the meta game.
  • Besides the classic team death match we offer a mode based of real life sports. Aims to create a more competitive environment, where the melee combat is not the full focus. The melee combat is your tool to complete the other objective.
  • Meta game progress is measured in the number of owned prosthetic limbs and champion torsos. Resources are gained from each match played, players can speed up their progression by spending real life money.
  • Fields of Glory takes place in a violent futuristic world, the art style reflects this. Lots of blood and effects are used to emphasize the brutality of the arena games. Fields of Glory uses an art style similar to that of American comics. Focusing on a few characterizing elements with characters and prosthetic limbs and really making them shine through. By exaggerating these key elements we are aiming to make it easy to recognize different prosthetic limbs and their functionality.
  • Fields of Glory is entirely played in arenas influenced from large sports events such as Super Bowl and the roman gladiator games. There are playable arenas originating from several different species and on several different planets. The above is concepts of the human arenas.
  • A character in Fields of Glory is highly customized and it’s visuals can vary greatly depending on which prosthetic limbs it currently has equipped. The character torsos – the champion the player have chosen to represent them is focused on being a bad-ass super star. They are gods on the arena floor.
  • These are some rough concepts of the user interface in Fields of Glory. Third person, controlled via mouse and keyboard.
  • There are two distinctly different game routines in Fields of Glory. One for in between matches, and one during a match. First we’ll focus on the routine for in between matches. First players choose which game mode they want to play and get matchmaked with players at their skill level. They then choose a load-out of prosthetic limbs to bring into the match. Either from their saved load-outs or by editing one of their load-outs. During this time all the players matchmaked for the game are in a lobby environment, where they can chat with their team while comparing each others’ chosen load-outs and formulate match strategies. Once everyone are ready the match is played. After a match players are awarded game credits that they spend in the in game store to purchase new prosthetic limbs or champion torsos.
  • The main game routine that is evident during each match and across every game mode is the combat routines. Players locate and evaluate an enemies prosthetic limbs. What strengths and weaknesses do they have? How I can I best utilize my own strengths and abilities to beat them? When in combat the player is engaged in second to second decisions. When to attack and when to block? Which limb can I hit from this angle? When should I activate my abilities to gain the most from them? Etc. If the player is defeated they have the opportunity to spend the blood points they earned throughout the match to advance through the prosthetic tiers – choose a new prosthetic from the load-out they brought into the match.
  • These are the reasons we’re making Fields of Glory and how we justify spending time developing the game.
  • On this slide I’d like to present our plans on how to implement a micro-transaction model. First we have the core functionality, which is what we plan for players to be most engaged in. When players register for the game they will have the opportunity to pick a starter set of prosthetics and a starter torso. There will be one starter set available from each race. If the player wants to differentiate from the rest of the players they will have to spend real life money to receive new champions to their roster of available torsos. Players can purchase new prosthetic limbs by either spending real life money or credits earned from matches. Players can upgrade their owned prosthetics by spending in-game credits, this can not be done with in-game cash. Players tends to not be able to get both a new prosthetic limb and upgrade it at the same time without spending real life money. To unlock new prosthetic limbs for purchase players will have to spend faction points into one of the factions available. Players cannot purchase a prosthetic limb they have not unlocked. Players can purchase boosts which increase the amount of credits and faction points earned per match. Lastly I would like to mention some further opportunities for the micro-transaction model, just to emphasize the potential in the concept. Each player has a locker room associated to their account. They can decorate their own locker room with items purchased through the in-game score or items earned through completing different achievements in the game. They can also visit other players locker rooms and have them visit their own. Players can spend money to earn new items to decorate their locker room or expand the amount of items they can display in their locker room.
  • Our most important next step is to invite players for testing and for this to happen we need to reach alpha stage. Getting all of the core features in the game.
  • Concept presentation

    1. 1. Team | Introduction <ul><li>Multiplayer </li></ul><ul><li>Third person melee action game </li></ul><ul><li>Designed for the competitive hardcore players </li></ul>
    2. 2. Game Concept | Intention <ul><li>Main business potential </li></ul><ul><li>Competitive multiplayer </li></ul><ul><li>Free to play </li></ul><ul><li>Melee combat </li></ul><ul><li>Customization </li></ul><ul><li>Lots of opportunities for a micro-transaction model. </li></ul>
    3. 3. <ul><li>Basic Game Play </li></ul><ul><li>Single matches. </li></ul><ul><li>Two teams. </li></ul><ul><li>Melee combat all about limb loss. </li></ul><ul><li>Prosthetic limbs – replacing lost limbs. </li></ul><ul><li>Special abilities from advanced prosthetics. </li></ul><ul><li>Collecting – progress. </li></ul>Game Concept | Expression
    4. 4. Game Concept | Intention <ul><li>Target Audience </li></ul><ul><li>15-20 years old. </li></ul><ul><li>Male. </li></ul><ul><li>Have previously played competetive online games such as Call of Duty, Gears of War, League of Legends, WoW arena and Counter-Strike. </li></ul>
    5. 5. Game Concept | Intention <ul><li>Target Audience </li></ul>
    6. 6. Game Concept | Intention <ul><li>Why will these guys notice Fields of Glory? </li></ul><ul><li>Free! </li></ul><ul><li>Different yet familiar gameplay. </li></ul><ul><li>Violent. </li></ul><ul><li>No multiplayer melee action game available. </li></ul>
    7. 7. <ul><li>Which key features trigger purchase and engagement? </li></ul><ul><li>Free to play. </li></ul><ul><li>Easy to learn – hard to master. </li></ul><ul><li>Skill based combat. </li></ul><ul><li>Competitive nature. </li></ul><ul><li>Defined match time. </li></ul><ul><li>Customize your champion. </li></ul>Game Concept | Expression
    8. 8. Game Concept | Expression <ul><li>Narrative </li></ul><ul><li>Far into the future. </li></ul><ul><li>Galactic scale. </li></ul><ul><li>Devastating wars. </li></ul><ul><li>Solve conflicts in smaller arena games. </li></ul><ul><li>Huge public interest. </li></ul><ul><li>Economic interest. </li></ul><ul><li>Intergalactic sport sensation. </li></ul>
    9. 9. <ul><li>Features in detail </li></ul><ul><li>Melee combat </li></ul><ul><li>Limb loss – attack legs or arms. </li></ul><ul><li>Reactive twitch gameplay – aim your attacks. </li></ul><ul><li>Fighting game mechanics – Timing, chaining attacks, blocking and reading the opponent is crucial. </li></ul><ul><li>Health determined by the state of the limbs. </li></ul>Game Concept | Expression
    10. 10. <ul><li>Features in detail </li></ul><ul><li>Prosthetic limbs </li></ul><ul><li>A character consists of two arms, two legs and a torso. </li></ul><ul><li>Character attributes defined by the prosthetic limbs equipped. </li></ul><ul><li>Each prosthetic limb offers different special abilities. </li></ul><ul><li>Fields of Glory offers LOTS of different prosthetic limbs for the player to collect – each with their own narrative and visual style. </li></ul>Game Concept | Expression
    11. 11. <ul><li>Features in detail </li></ul><ul><li>Special abilities </li></ul><ul><li>Influenced by the concept of abilities from the MOBA genre. </li></ul><ul><li>Four abilities in total – one per limb. </li></ul><ul><li>Limited amount of uses – utilizes an ammunition system. </li></ul><ul><li>Designed to promote team play. </li></ul>Game Concept | Expression
    12. 12. <ul><li>Features in detail </li></ul><ul><li>Champions </li></ul><ul><li>Players can choose from a large roster of champions from various species. </li></ul><ul><li>Unique background story. </li></ul><ul><li>Characteristic visual styles. </li></ul><ul><li>Allow players to assume the role of a larger than life super star. </li></ul>Game Concept | Expression
    13. 13. <ul><li>Features in detail </li></ul><ul><li>Customization </li></ul><ul><li>Each prosthetic limb is designed towards different roles in the arena. </li></ul><ul><li>Players choose which prosthetic limbs to bring into the arena before each match. </li></ul><ul><li>Create a champion to suite your play style. </li></ul>Game Concept | Expression
    14. 14. <ul><li>Features in detail </li></ul><ul><li>In-game progression </li></ul><ul><li>Setup your in-game progression before each match. </li></ul><ul><li>Three tiers of prosthetic limbs. </li></ul><ul><li>Earn blood points by cutting of your opponents limbs or capturing game play objectives. </li></ul><ul><li>Spend blood points to advance to the next tier. </li></ul><ul><li>A higher tier costs more, but also gives more points to the opponents if destroyed. </li></ul>Game Concept | Expression
    15. 15. <ul><li>Features in detail </li></ul><ul><li>Competitive game modes </li></ul><ul><li>Regular Team Death match. </li></ul><ul><li>Game mode designed to resemble the structure of real life sports such as ice-hockey or soccer. </li></ul><ul><li>Promote competitive team play and strategies. </li></ul>Game Concept | Expression
    16. 16. <ul><li>Features in detail </li></ul><ul><li>Collect and progress </li></ul><ul><li>Earn in-game credits from playing matches or through micro transactions. </li></ul><ul><li>Purchase new champion torsos or new prosthetic limbs through the in-game store. </li></ul><ul><li>Collect and increase your arsenal. </li></ul>Game Concept | Expression
    17. 17. Game Concept | Expression <ul><li>Visual profile </li></ul><ul><li>3D </li></ul><ul><li>Brutal. </li></ul><ul><li>Sport references. </li></ul><ul><li>American comic books. </li></ul><ul><li>Futuristic. </li></ul>
    18. 18. Game Concept | Expression <ul><li>Example of Game World </li></ul>
    19. 19. Game Concept | Expression <ul><li>Example of game character. </li></ul><ul><li>Customized. </li></ul><ul><li>Bad-ass </li></ul><ul><li>Superstars </li></ul>
    20. 20. Game Concept | Expression <ul><li>Example of Interface </li></ul>
    21. 21. Game Concept | Expression <ul><li>Game routines </li></ul><ul><li>Meta </li></ul><ul><li>Get matched with other players. </li></ul><ul><li>Choose a prosthetic limbs setup based on your team mates and opponents choices. </li></ul><ul><li>Play match. </li></ul><ul><li>Receive game credits. </li></ul><ul><li>Spend credits to earn new prosthetic limbs. </li></ul>
    22. 22. Game Concept | Expression <ul><li>Game routines </li></ul><ul><li>Combat </li></ul><ul><li>Locate and evaluate an enemy. </li></ul><ul><li>Formulate tactic – how to utilize the strengths of my prosthetic limbs. </li></ul><ul><li>Engage the enemy – attack arm or legs. </li></ul><ul><li>React – block or evade. </li></ul><ul><li>Should I use my special abilities? </li></ul><ul><li>Defeated? Exchange some limbs? </li></ul>
    23. 23. Game Concept | Circumstances <ul><li>Needs in the market </li></ul><ul><li>No multiplayer game based around melee combat available today. </li></ul><ul><li>Merging tactical game play from the MOBA genre with fast paced gameplay from competitive shooters. </li></ul>
    24. 24. Game Concept | Circumstances <ul><li>Opportunities for micro-transaction model </li></ul><ul><li>Core: </li></ul><ul><li>New champions – real life money. </li></ul><ul><li>New prosthetic limbs – either real life money or in-game credits. </li></ul><ul><li>Upgrades for owned prosthetic limbs – in-game credits. </li></ul><ul><li>Faction points – unlock the ability to purchase new prosthetic limbs. </li></ul><ul><li>Further opportunities: </li></ul><ul><li>Decorate their locker room – show of achievements. </li></ul><ul><li>Purchase new ways to decorate locker room – real life money. </li></ul>
    25. 25. Game Concept | Application <ul><li>Next steps </li></ul><ul><li>ALPHA – feature complete! </li></ul><ul><li>Invite public for closed testing </li></ul>