3. Game Overview
Answer from a high-level perspective: "What is this game? Why build it? What are the goals?"
3. Game Overview
Answer from a high-level perspective: "What is this game? Why build it? What are the goals?"
3.1 Game Concept
- High-level Pitch: (Elevator pitch within 2–3 sentences)
- Core Fantasy: (The core immersive experience/fantasy)
- Core Loop Summary: (One-sentence summary of the core loop)
- Differentiation vs Competitors: (Key differentiators against competitors)
3.2 Product Positioning
- Target Platforms: (iOS / Android / PC / Console, etc.)
- Market Segment: (Genre and sub-genre, e.g., Hyper-casual, Anime Open World, MOBA)
- Monetization Model: (F2P / B2P / Subscription / Hybrid)
- Online / Offline: (Connectivity requirements: Always Online / Asynchronous / Offline)
3.3 Feature Set
List the 5–10 core features most perceptible to players.
- Core Features:
- Supporting Features: (Social, Leaderboards, Events, etc.)
- Nice-to-have Features: (Optional features, prioritized)
3.4 Genre & Inspirations
- Primary Genre:
- Sub-genres: (Hybrid mechanics or sub-genres)
- Reference Titles: (Benchmark games: Voodoo, Tencent, miHoYo titles, etc.)
- Reference Breakdown: (Specific elements borrowed: Numerical structure, Pacing, Economy, UI, etc.)
3.5 Target Audience
- Demographics: (Age / Region / Gender / Device)
- Psychographics: (Motivations: Collection, Competition, Social, Expression, Relaxation)
- Player Segmentation: (Personas for Light / Mid / Hardcore, Paid vs Free users)
- Accessibility Considerations: (Accessibility and low-barrier design)
3.6 High-Level Game Flow
Describe the user path from Install → Onboarding → Daily Play → Long-term Retention.
- Entry Flow: (Path from installation to first game entry)
- Onboarding & First Session: (Tutorial and first session experience)
- Mid-term Loop: (Daily / Weekly loops)
- Long-term Progression: (Long-term growth and goals)
3.7 Look and Feel
- Visual Style Keywords:
- Audio & Music Direction:
- Emotional Goals: (Desired player emotions: Tension, Healing, Exhilaration, etc.)
- Brand Tone: (Serious, Humorous, Youthful, Professional, etc.)
3.8 Project Scope Overview
- Content Volume Summary:
- Number of Locations:
- Number of Levels:
- Number of NPCs:
- Number of Weapons / Items:
- LiveOps Expectation: (Long-term operation plans, event frequency)
- Localization Scope: (Target languages and regions)
3.9 Success Metrics
Define data goals during the concept phase to guide design and iteration, based on industry best practices.
- Acquisition Metrics: (CPI / CTR, if applicable)
- Engagement Metrics: (Retention D1 / D7 / D30, Session Length)
- Monetization Metrics: (ARPDAU / ARPPU / Conversion Rate)
- Quality Metrics: (Ratings, Bug Rate, Crash Rate, Lag)
- High-level Targets by Milestone: (Targets for Alpha vs Beta vs Launch)
3.10 Design Philosophy
Define the core design philosophy driving the experience (e.g., "Dopamine Concentration" for fast-paced games, or "Experience Purification" for slow-paced strategy/narrative games).
- Core Philosophy:
- Key Design Pillars:
- Experience Goals: (Specific feelings we want players to have)
3.11 Behavioral Design (3B Model)
Use the 3B Framework (Behavior, Barriers, Benefits) to define key user behaviors, especially for D7-D30 retention.
- Target Behaviors: (What do we want users to do?)
- Barriers: (What stops them?)
- Benefits: (How do we incentivize them?)
- 7-Day User Behavior Table: (Day-by-day plan for the first week's experience)
3.12 Habit Formation Model (Genre Specific)
Applicable for serious games, educational apps, or gamified tools.
- Pedagogical/Behavioral Objectives: (What habits or skills are being taught?)
- Trigger Mechanisms: (External and internal triggers)
- Action & Variable Reward: (Core habit loop)