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Acharis

Promotional texts for my game

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Acharis    5979

The game is a 4X space empire builder for PC. Here is a full topic:

http://www.gamedev.net/topic/663110-started-working-on-my-4x-emperor-game-thing/

 

The game is kind of original, many traditional assumptions of 4X genre were challenged, many standard features were cut down/replaced. Also, the game is purely single player with assymetrical gameplay (aliens play by different rules). One of the core design goals was "no micromanagement" (it's probably the most visible aspect of the game). Also, it kind of gets a minimalistic feel (I'm not sure), since many stuff was cut down or replaced with simplier versions. On one hand it seems to be fast paced and small (mechanics), on the other the scale seems epic (500 planets total, you are supposed to get like 50 planets at the early game and around 150-200 and the end of the game). As for the feel, I aim, for the player to feel like an Emperor (throne room, audiences, prestige) and not like a logistics officers (moving units around abstracted a lot, you can't even give orders to an individual ship), a lot of boring mechanics were abstracted or automatized.

 

Question:

What I look for is some promotional text (just the main points, what I should try to focus on, I can reword it later) that would be compatible with that game/mechanics/title/mood. Note, that at that point I can still change the game itself, so it's partially a game design question too.

 

 

My current concept:

Title: Pocket Space Empire (I would hate to change that one :))

Description: lightweight, fastpaced, no micromanagement, epic scale, turn based, space empire builder

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Unduli    2498

I think there may be benefit to emphasize it being "casual strategy/simulation game" , implying "strategy for dummies" and for grandma. (Grandma may insist to be Empress though)

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Acharis    5979

Hmmm

1. As a player, I would not want to mplay "casual strategy" (whatever it means), it sounds wrong to me

2. Actually... grandma would not be able to play that game :) It's quite complex. Traditional "build a ship then send it over a planet" is something a granny would understand, but my hierarchical fleet system (squadrons belong to fleets, assignement of chaing of command officers) would be rather harder to grasp :D

 

I don't know, maybe I should throw away the "lightweight" part? You know, I wanted to convey a cozy feeling of a compacted gameplay, but a complex one and of an epic scale. One of the biggest points of the game is that you can manage a huge empire easily (in a traditional 4X it would be a nightmare to handle 100 planets, here 10 or 100 makes no difference).

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Acharis    5979

OK, what you think of this?

 

 

* Fast paced,  Epic scale,  No micromanagement

* Focus on you being the Emperor not a logistics officer (audiences, appointing governors & admirals, court politics, surviving assassination attempts, granting charters to corporations, crushing rebels)

* Asymmetric gameplay where aliens are truly alien & challenging non cheating AI

* 100% turn based experience

 

 

(kind of leghtly, might need to cut down some...)

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Navyman    9781

Wow! I had not thought to use this section of the forum for help in writing up the promotion sections of games, but I can see it helping.

Okay now that that "light bulb" moment has passed time to help.

Are you looking for a write that moves people to download/play your game or are you generating it for better search rankings?

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sunandshadow    7426

Wow! I had not thought to use this section of the forum for help in writing up the promotion sections of games, but I can see it helping.

Okay now that that "light bulb" moment has passed time to help.

Are you looking for a write that moves people to download/play your game or are you generating it for better search rankings?

Promotional texts and webpage content, technical documentation such as design documents and flowcarts, campaign books for tabletop games, game scripts, and general fiction topics are all officially on-topic for the writing forum. cool.png

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Nyaanyaa    1630

“No micromanagement” is like promoting your game with “not a FPS.” :P

 

I always see Tomonobu Itagaki describing his new game Devil's Third as basically, “Genre-breaking third person Action and FPS!” or even just, “Third person and FPS!”

 

I would suggest something similarly simple for your game. “Epic-scale turn-based Strategy!” or something like that. :)

 

Good luck!

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Acharis    5979


Are you looking for a write that moves people to download/play your game or are you generating it for better search rankings?
To make it appealing to players. Or to be more precise "so people who would love my game would realize from the description that's the game they were waiting for". I'm less intersted in appealing to masses.

 

“Epic-scale turn-based Strategy!”
Everyone who make 4X says that :D It would not be distingishable from the crowd (althrough "turn based" is not so obvious, so probaly I should mention that part).

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Ashaman73    13715

 

Pocket Space Empire

Change the title. It sounds like a casual, mobile game which could be played by your grandma. If your target audience is more like the strategy nerd, due to the complex mechanism, then change the title to something more seriously.

 


since many stuff was cut down or replaced with simplier versions.

Be careful, although you removed a lot of stuff, it could be still a very complex game. If you analyse existing games, you often see a very low level of game mechanism.

 

What is your target audience, a casual player or niche player who seeks some new interesting niche game ?

 


lightweight, fastpaced, no micromanagement, epic scale, turn based, space empire builder

lightweight vs epic scale ?

fastpaced vs turn based ?

Is it really lightweight and fastpaced ? As developer you often loose the abiltiy to evaluate your own game, what seems simple and fast paces for the 'all-knowning' developer could be a very hard, tough,complex and slow game for a player. Let other play your game first, let them evaluate it.

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Acharis    5979

A lot of good points Ashaman73.

 

Yeah, it will be complex :) All my games end up complex :D That's one of the reasons why I went for *Pocket* Space Empire, it makes me remind "do not implement this super comlex thing, you are making a POCKET space empire, not Ultimate space empire" :D Kind of works :)

So, I think I will drop the simple and lightweighted parts (epic scale is better :D).

 

Still, I would like to keep the fastpaced I suppose... It's kind of true, the game won't take like 12 hours to finish. Battles will be quick, management of 100 planets will be done swiftly. Yeah, the game could be described as fastpaced at least partially.

 

 

BTW, I have written down my core design goals (fanally :D):

http://silverlemur.tumblr.com/post/116540526046/core-design-goals

I'm thinking of using these 3 as the marketing pitch...

1) Feel like the Emperor, not like a logistics officer
2) Fast paced, no micromanagement yet an epic scale
3) Asymmetic gameplay, truly alien aliens and challenging non cheating AI

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