Practical Game Design
上QQ阅读APP看书,第一时间看更新

The "hook" or "elevator pitch"

You have a couple of sentences, three maximum, to describe what your game is going to be. The introduction has to condense all the information that you will expand in the rest of the document. This is your first page and if it doesn't catch your reader's attention, nothing else you have to say will.

It's not only that; by stripping your whole game down to such a fundamental description, you are focusing on what's really important. It's like a mantra you will have to follow during development because that's your promise to your players.

It's called a hook because the reader wants to know more. Some call it an elevator pitch because it's what you can say to a stranger in a 30-second elevator ride. A great example comes from a well-known game developer, Rami Ismail. He and his team, Vlambeer, made a game called Ridiculous Fishing, a hit mobile game from 2013.

What is it? In his own words, it's Fishing with machine guns.

In just four words, this sentence tells a lot about the game, but also makes you wonder how? (and probably why?). You're hooked. You want to know more. Great introduction!

There are no strict rules on how to put together your introduction. In a multimedia world, some games are introduced with a short video, a set of mood boards, or concept art. These are all powerful tools that can be used to communicate the game vision. Don't limit yourself to just words on a page; after all, a picture is worth a thousand words. At the same time, keep in mind your audience, be sure that the person who is going to read your concept can clearly understand your intentions. As your audience changes (from peers to high-level executives), you might need to change things around and adapt your concept.