Monday, 15 February 2016

Idea - Filters and Key Questions

A game design needs to pass these 8 filters to be considered 'good enough' for market. These filters are not meant to put people off, but are there to help them nurture an idea. If a filter fails, how can they re-factor the idea to make it fit? A fail is not a game over for the project, but an opportunity to re-think.

I will apply these filters to my map design and Unreal Tournament.

Filter 1: Artistic Impulse
This is the 'feel' of the game, if something is 'right' you just know in your gut.
Key Question: “Does this game feel right?”

At this moment I certainly feel that the CyberMall map proposal is the best one for me at this moment. The Theme feels good and the design is coming together well.

Filter 2: Demographics
This is who the game is aimed at. It could be an age group or people with certain interests.
Key Question: “Will the intended audience like this game enough?”

I think that my intended audience (25+ gamers who played UT99) will like my map. The design is influenced by classic maps and has a focus on balance, which are things these gamers appreciate.

Filter 3: Experience Design
This refers to the experience of playing the game, which includes gameplay, aesthetics, theme, balance, etc.
Key Question: “Is this a well-designed game?”

I like to think that I can design a good level, though this is only coming from a gamer experience point of view, having never actually designed a map before. I feel the aesthetics and theme will come through well in my map, and balance is something it is being designed from the ground up to achieve.

Filter #4: Innovation
What are you doing that's different, what will set you part from the competition.
Key Question: “Is this game novel enough?”

I think while it Cyberpunk a tried and true theme, there are not a lot of other maps using it at the moment. This could be due to the fact it is difficult to get right!

Filter # 5: Business and Marketing
How well is this game being marketed to users and how is the audience being engaged. How can we make the product appealing to potential customers and achieve sales.
Key Question: “Will this game sell?”

At this early stage the only 'marketing' which can be done really is engaging with the community. Putting the idea out there and gaining interest and critique. If people remain interested then they may become customers by downloading the map and having some fun with it.

Filter 6: Engineering
How will the final product be achieved, what technology and manpower will be required. Can it even be achieved in the current situation or climate.
Key Question: “Is it technically possible to build this game?”

I think this is the most difficult to answer in regards to the map. There is a potential for requiring a lot of assets and a lot of design passes on the map itself. This is a huge undertaking for one person. I am prepared for this challenge though!

Filter #7: Social/Community
In addition to something being fun, does it engage the players in social aspects? interacting with other players or even just talking about it to people.
Key Question: “Does this game meet our social and community goals?”

I think that if people start putting my map on their servers and players are playing it and having fun, then the social and community goals will have been fulfilled.

Filter #8: Play testing
Do people playing the game actually enjoy it.
Key Question: “Do the play testers enjoy the game enough?”

This is a difficult question to answer at an early concept stage, though I will say I am trying to design the best map I can.

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