In order to answer the questions "Why would anyone want to play this game?" and "What's going to make someone buy this game instead of another?", a game concept contains to a minimum:
- high-concept statement
- description of the game in 2 or 3 sentences
- player's role(s) in the game
- describe the avatar.
Think about player's actions first
, not on the story. The more obvious the role, the easier players or publishers can decide if they buy it. - primary gameplay mode
- with perspective, interaction model and challenges
- genre
-
category of games characterized by a particular set of challenges regardless of game-world content
. Examples are action, strategy, RPG, simulation, sport, tycoon, adventure, puzzle. Mixes are possible. If new genre, describe why. - target audience
-
Who am I trying to entertain?
.Avoid repelling people who might be attracted
by the game. Examples of player populations: male/female, children/adults, different cultures, different (dis)abilities, [hardcore/casual].
Localization not only translates but also takes into account other cultures' particularities. - hardware and system requirements
- console => TV => 2-3 people around at the same time => small-scale multiplayer game. Local play is more common than networked play [is it still currently the case with systems such as XBLA?]
PC = small and personal high-res display, personal, the PC player can write thanks to the keyboard
pocket console: small cartridges => less room to store audio or video data like cinematics
mobile phones: wireless => can compete against other people
plane seats, gambling machines and arcade machines are niche devices containing games - licenses
- if any
- competition modes
- (singe, dual, mutliplayer, coop, ...)
- progress and synopsis
- but not a full story
- short game world description
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