This document outlines the key components of a game concept, including a description of the game idea, players' roles, gameplay modes, genre, target audience, hardware platform, competition/collaboration modes, game world, unique selling points, and marketing strategy. It provides examples of different genres that may involve physical, economic, conceptual, tactical, logistic, exploration, or logic challenges. It also distinguishes between hardcore and casual gaming audiences and lists common business models and platforms. The overall purpose is to guide students in developing their own game concepts by addressing these essential elements.
General Challenges
• Physicalcoordination – e.g. hand-eye coordination
• Economic – accumulating resources
• Conceptual Reasoning (puzzle) – e.g. puzzles where
external knowledge is needed
• Tactical or strategy - planning, systematic reasoning,
guessing, probability (RTS), executing plan, respond
unexpected events,
• Logistic - supporting execution (weapon production,
food, what to carry?)
• Exploration – finding hidden objects
• Formal logic (puzzle) – e.g. puzzles where no
additional information needed
10.
Target Audience
• Playercharacteristics
• What challenges they enjoy?
• Hardcore or casual
• Men or women
• Children or adult
• Boy or Girl
• Special needs
• Culture background
Business Models
• Premium
•Fremium
– free to play
– in game purchases
– advergame
– pay to win
• Money tournaments
15.
Marketing Strategy
• Productor Service
• Premium of Fremium
• Target audience - how to reach to them? *
• Platform *
• Geography – countries
• Budget - how much can be spent for marketing?
• Channels
• Measurement - what return you are getting from
various channels?
Game Concept MissionDetails
• ALL teams craft game concept document:
– Idea description
– Players role
– Gameplay main mode
– Genre
– Target audience
– Hardware platform
– Competition/Collaboration mode
– Game world
– Unique selling points
– Marketing strategy
• ALL teams will present concepts
e.g. Time MeshGame Concept
• Idea – Game reality is different from the real reality.
Something went wrong in the history. Player has to go
back in time and find out what went wrong?
• Players’ role – Player has to go back in time and fix the
history. Avatar based game
• Challenges – Learn history, understand conditions, collect
information and objects, solve puzzles, …
• Actions – Walk, talk, pick up items, use items, …
• Genre – Adventure, 2D, 3rd person view
• Target audience – Primary school kids (6th – 9th grades)
• Hardware platform – Online
• Competition mode – Single player
• Game world – e.g. WW2 40’s + WB rough stile
#6 Idea – 2 – 3 Sentences
Progression – game from beginning to end
Levels – needed? Related?
Story – needed?
- Gameplay first (challenges, actions)
- Story later
#7 Is it role centric game?
If role is difficult to describe … concept can be wrong
#8 e.g. rally game - tuning, racing, …*
One at the time
#9 Physical coordination – e.g. hand-eye coordination
Economic – accumulating resources
Conceptual Reasoning (puzzle) – e.g. puzzles where external knowledge is needed
Tactical or strategy - planning, systematic reasoning vs chance, guessing, probability (RTS), executing plan, respond unexpected events,
Logistic - supporting execution (Strategy - weapon production, not food. Role games - what to carry?)
Exploration – finding hidden objects
Formal logic (puzzle) – e.g. puzzles where no additional information needed
#11 Who will buy?
Who will like?
Try to be inclusive, not universal
Hardcore – life stile, heavy challenges needed
Casual – for fun, rapid progress needed (level of complex editable)
Men – not so different
Boy – girls like beautiful art work
Special – games for autistic kids
Culture – Asia
#13 TV consoles
Player too far from the screen – small details not visible
Simple graphics
Multiplayer – same screen
Motion Sensitive Controllers
Les resources (RAM, CPU) than PC
Bigger market
Strict licensing and publishing policies
PC
Open platform
High resolution
Input device precise pointing
Network
Solitary use
Compatibility problems
Lot of resources (rich fast games)
Smaller market
Online
Compatible to all PC-s
Low resources (No 3D)
Java, Actions script, Flash
Handhelds
PSP
Smaller storage – limited artwork
Focus on gameplay, then content
License
Smart phone
Lack of standardisation (screens, processor, OS)
Portable network play
Licence not needed … Except Apple ???