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Describe your game in 100 words


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#1 RivieraKid   Members   -  Reputation: 375

Posted 02 March 2007 - 02:24 AM

Hi, I have recently been charged with describing my game in 100 words. I am quite unsure of how to go about it and would appreciate help from people here. Plus this might be fun and get some creative juices flowing. So please, let loose. If you dont want to disclose your game could you please give me some tips. What should i start with? Should i detail story, characters and items? My game isnt ground breaking but I think it will do some things better. I want to make sound hip and happening. Thanks

Sponsor:

#2 Sneftel   Senior Moderators   -  Reputation: 1781

Posted 02 March 2007 - 03:12 AM

Age of Empires meets Pirates... in space!

#3 googlyeyes   Members   -  Reputation: 268

Posted 02 March 2007 - 04:04 AM

100 words is a lot if you compact your sentences. I would start off with describing the hip parts of the game.

Heres a description for my RPG (50 words):

3D tile based RPG. Man from future seeks entropy solution, quests for lost magic in past: time stream accident, personae splits (half with amnesia). Battles with self! Voice acting all by me. Battle mode like grandia. Made with OpenGL, SDL, OpenAL, C; also cross platform. Anime style. Popular fashion: scarfs.

#4 xanin   Members   -  Reputation: 433

Posted 02 March 2007 - 04:23 AM

25 words, I'll add 75 more when I think of them - but when you run atext based world, sometimes being short and to the point is a benefit.


Text based multiplayer RPG with a persistent world. Adventure through a Tolkien-inspired world, gaining fame, power and wealth. Limited PvP is optional, roleplaying is encouraged.


#5 Obscure   Moderators   -  Reputation: 174

Posted 02 March 2007 - 05:08 AM

100 words should be far too many. If you can't describe your core concept in a sentence then you don't really know what your game is (or what's special about it).
Dan Marchant - Business Development Consultant
www.obscure.co.uk

#6 RivieraKid   Members   -  Reputation: 375

Posted 02 March 2007 - 05:14 AM

Quote:
Original post by Obscure
100 words should be far too many. If you can't describe your core concept in a sentence then you don't really know what your game is (or what's special about it).


thats a bit harsh. It could be that I have terrible english abilities and suck at putting my thoughts on paper.

#7 Platinum314   Members   -  Reputation: 206

Posted 02 March 2007 - 05:50 AM

3d Science-fiction FPS RPG , with a multi-layered dynamic health system, where you can create your own weapons, cast psionic powers, explore multiple planets, trade resources, kill monsters, and generally try to save the galaxy from an emergent threat.

#8 Thermodynamics   Members   -  Reputation: 443

Posted 02 March 2007 - 08:28 AM

An entertaining masterpiece that involves picking a number, discovering whether it is too high or low, and repetive refinement until glory is secured.

#9 Sneftel   Senior Moderators   -  Reputation: 1781

Posted 02 March 2007 - 09:21 AM

Quote:
Original post by Thermodynamics
An entertaining masterpiece that involves picking a number, discovering whether it is too high or low, and repetive refinement until glory is secured.

Ooh! Branching, multilinear gameplay!

#10 BeanDog   Members   -  Reputation: 1063

Posted 02 March 2007 - 09:32 AM

Fast, classic-style, story-driven platformer. Fast, classic-style, story-driven platformer. Fast, classic-style, story-driven platformer. Fast, classic-style, story-driven platformer. Fast, classic-style, story-driven platformer. Fast, classic-style, story-driven platformer. Fast, classic-style, story-driven platformer. Fast, classic-style, story-driven platformer. Fast, classic-style, story-driven platformer. Fast, classic-style, story-driven platformer. Fast, classic-style, story-driven platformer. Fast, classic-style, story-driven platformer. Fast, classic-style, story-driven platformer. Fast, classic-style, story-driven platformer. Fast, classic-style, story-driven platformer. Fast, classic-style, story-driven platformer. And it is awesome.

~BenDilts( void );

Lucidchart: Online Flow Chart Software; Lucidpress: Digital Publishing Software


#11 frob   Moderators   -  Reputation: 21331

Posted 02 March 2007 - 09:37 AM

I'll just rip my own review from IGN and blank out enough parts that it will be generic enough.


"The 2007 2008 game of EA's ________ sim, designed with a new development philosophy for driving gameplay and feature innovation. Earn respect and climb the ranks with __________ as you play through ________ and compete against _______. Use the cutting edge Wii controller to ______ like _____. Perfect using the Wii-mote interface for enhanced interaction with the game."


It's only 57 words if you include a single word in each blank.

Sadly it sounds like you could describe ALL the EA Sports games that way. If you remove the last two sentences it could describe pretty much any game out there.

#12 GameCreator   Members   -  Reputation: 755

Posted 02 March 2007 - 12:23 PM

100 words, eh?

You are brought back to the living world by a goblin necromancer as an undead orc general to avenge your death. Battle through the Allied Lands to eliminate the human king and his knights. As your soul recovers, you will gain back your prowess with the blade and acquire new skills in dark magic to aid your quest but as your memories slowly return, you might find that not everything is as you’ve been lead to believe.

Combine blade and magic skills to form unique combos. Discover alternate paths to gain new powers. 2D action platformer to be released never.


#13 Gaiiden   Senior Staff   -  Reputation: 5179

Posted 02 March 2007 - 01:33 PM

Quote:
Original post by RivieraKid
Quote:
Original post by Obscure
100 words should be far too many. If you can't describe your core concept in a sentence then you don't really know what your game is (or what's special about it).


thats a bit harsh. It could be that I have terrible english abilities and suck at putting my thoughts on paper.

That's not harsh, it's pure fact. That's exactly what I would have said. Don't be stuck under the impression that you have to use all 100 of those words. If you can pull it off in 25-30, or under 50, all the better. You really shouldn't have to embellish

Drew Sikora
Executive Producer
GameDev.net


#14 Sir Sapo   Members   -  Reputation: 769

Posted 02 March 2007 - 01:35 PM

I only need 2 words and multiple punctuation marks:

f*cking awesome!!!!!!![wink]

My Current Project Angels 22 (4E5)

#15 Ravuya   Moderators   -  Reputation: 127

Posted 02 March 2007 - 02:51 PM

In space, you fly a space ship and shoot people. Then you take their shit and sell it on the open market to support space capitalism. In space.

Repeat "space" another 72 times.

#16 RivieraKid   Members   -  Reputation: 375

Posted 02 March 2007 - 03:04 PM

Lmao

So far weve got 1 good attempt, several comics and people taking jabs at my english skills.

#1 Haha, funny
#2 Too Confusing, what are you going for?
#3 "Text based multiplayer RPG with a persistent world" everything after that tell me nothing
#4 Haha, funny
#5 Haha, funny
#6 Haha, funny
#7 Haha, funny
#8 Good, well done, have a cookie. GameCreator

Mine:
rpg set in the future. You start at a space dock looking for work on a spaceship. You interact with the characters in the area and learn things about your character. There is a Bar and a Shop. You browse the Jobs available on the ships, some jobs are beyond your ability now. You choose a job, meet your crew and are given duties. Duties take the form of mini games. You develope your abilities, get to know the characters, uncover secrets and evil plots and make choices which effect the outcome.

#17 superpig   Staff Emeritus   -  Reputation: 1825

Posted 02 March 2007 - 03:21 PM

Quote:
Original post by Gaiiden
Quote:
Original post by RivieraKid
Quote:
Original post by Obscure
100 words should be far too many. If you can't describe your core concept in a sentence then you don't really know what your game is (or what's special about it).


thats a bit harsh. It could be that I have terrible english abilities and suck at putting my thoughts on paper.

That's not harsh, it's pure fact. That's exactly what I would have said. Don't be stuck under the impression that you have to use all 100 of those words. If you can pull it off in 25-30, or under 50, all the better. You really shouldn't have to embellish


Indeed. If you can't pitch your game in a single sentence then you'll find it difficult to get publishing deals and you'll have big trouble with marketing. I remember drinking with the head of marketing at a studio once and he asked me to do this for the game I was working on - it can be bloody hard.

Here's my own take on things. Accomplished marketers and producers can feel free to laugh at my ineptitude.

It can help to imagine the heading that this summary would go under. "What's this game about?" or "What do I do in this game?" are the kind of things to pick. And be careful of the difference between something that your game contains and something that your game is about - you probably don't want to describe your player's backstory, for example, unless it really makes up a key part of what players will be actively dealing with whenever they play. The camera mode it uses is likely not important either.

Examples:

"Use stealth and strategy to execute a precision strike against Nazi forces as a sniper in a realistic post-war Berlin."

Sniper Elite is a 'sniper sim,' a third-person shooter actually centered around sniping. Instead of rushing into a situation guns blazing - which would generally get you killed - the game was much more about taking your time, finding a good hidden position, and waiting to line up the perfect shot before getting out without anyone catching you. Shots would have to take things like wind and gravity into account; you could do something like time your shot to coincide with background artillery fire to mask the noise of the shot. Key words used: stealth, strategy, precision, realistic, sniper. The rest is really just padding, though I use it to allude to the setting a little.

"Combine your own athletic strength and combat training with the talents of your fallen comrades to become the ultimate in genetic infantry on a mission of revenge: the Rogue Trooper."

(This was the game the PR Manager challenged me to describe). Rogue's a third-person action platformer. The core mechanic sees you running and gunning, climbing onto the occasional ledge and running from cover to cover, but over the course of the game you also recover the "biochips" - stored consciousnesses - of some of your dead allies that you can use to give you extra powers. For example, when you recover the biochip that you insert into your gun, you gain the ability to place your gun as a turret to take out enemies automatically. This one doesn't distill to key words so easily, but certain phrases imply concepts: "athletic strength" - platforming; "combat training" - shooting and battle tactics. The biochip mechanic is difficult to describe because it so uncommon, but "Combine ... with the talents of your fallen comrades" gets the gist of what's going on across. The rest mostly just alludes to the story - which is, to be fair, quite a large part of the game - and I deliberately mention the name Rogue Trooper, because the game is based on the Rogue Trooper comic strip so that's quite a significant thing.

#18 superpig   Staff Emeritus   -  Reputation: 1825

Posted 02 March 2007 - 03:25 PM

Quote:
Original post by RivieraKid
Mine:
rpg set in the future. You start at a space dock looking for work on a spaceship. You interact with the characters in the area and learn things about your character. There is a Bar and a Shop. You browse the Jobs available on the ships, some jobs are beyond your ability now. You choose a job, meet your crew and are given duties. Duties take the form of mini games. You develope your abilities, get to know the characters, uncover secrets and evil plots and make choices which effect the outcome.


"Develop a career as a spaceship crewmember, picking your ships and jobs, and get drawn into evil plots that only you may be able to avert."

#19 Al Gorithm   Members   -  Reputation: 142

Posted 02 March 2007 - 04:03 PM

Hmmm.... this is much harder than I thought. I feel like I just butchered my baby... and my english skills. [smile]

Version 1: Painfully pruned down to under 100 words, but I think I mentioned most of the key features in some crude fashion or another... but not really.

Quote:

"God Among Men": 2D Isometric Action RPG Golf simulator hybrid
You play an incarnation of a deity. When you die, instead of the game ending you simply reincarnate in the the next of seven ages of this world. You see stone age until dystopian future. The world state in each age is determined by what you did in the previous. There are factions, prophecies, nations, families, etc whose interactions with you carry forward. There's a "karma" system that governs the world, and the npcs have personality models. Each play experience is different and chaotic. Apocalypse, multiple endings. Will release, eventually.



Version 2: About 50ish words. Gives a vague notion of setting/theme/gameplay, without being too elaborate for your average reader to digest in one sitting. Is this the kind of thing the marketspeakers would expect?

Quote:

Play the incarnation of a deity in space in a fantasy/sci-fi action-rpg, and reincarnate through the seven ages to interact with a living world where your actions have real consequences and competing factions want you to be their messiah. Determine the fate of the universe in... GOD AMONG MEN!!!! ((I'll finish this one, I swear!))



#20 Ravuya   Moderators   -  Reputation: 127

Posted 02 March 2007 - 04:07 PM

Quote:
Original post by superpig
Quote:
Original post by RivieraKid
Mine:
rpg set in the future. You start at a space dock looking for work on a spaceship. You interact with the characters in the area and learn things about your character. There is a Bar and a Shop. You browse the Jobs available on the ships, some jobs are beyond your ability now. You choose a job, meet your crew and are given duties. Duties take the form of mini games. You develope your abilities, get to know the characters, uncover secrets and evil plots and make choices which effect the outcome.


"Develop a career as a spaceship crewmember, picking your ships and jobs, and get drawn into evil plots that only you may be able to avert."

"Become a space contractor, hitting on girls and killing people that deserve to be killed."

You could call it Star Halliburton or Illegal Space Immigrant.




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