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Your Game As
a Poster
Dave Rohrl
Mobile Game Doctor, LLC
Google Game Summit
September 26, 2017
Who Am I?
 Dave Rohrl
Who Am I?
 Founder and Owner, Mobile Game Doctor
LLC
Who Are You?
 Game teams
 Platforms
 Strategy/Biz Dev
 Other Stuff?
 Great!
Before We Start
 Something to write with
 Your voice
 A game in mind
Why Do Most Games Suck?
Lack of Clarity?
The Four Questions
The Four Questions
1. What is this game’s main mechanic?
2. What is the story of this game?
3. How do you succeed in this game
mechanically?
4. What is the success narrative of this game?
The Four Questions: Super Mario
Brothers
1. What is this game’s main mechanic?
 Run and jump through levels, evading or
bouncing on enemies.
2. What is the story of this game?
 Princess Peach has been stolen away to evil
King Bowser’s castle and you must rescue her.
The Four Questions: Super Mario
Brothers
3. How do you succeed in this game
mechanically?
 Complete all required levels without running out
of lives.
4. What is the success narrative of this game?
 You finally reach the final castle, beat the boss,
and rescue the princess.
Why Was That Good?
 Clear
 Concise
 Compelling
 Cohesive
The Four Questions
1. What is this game’s main mechanic?
2. What is the story of this game?
3. How do you succeed in this game
mechanically?
4. What is the success narrative of this game?
How Did It Go?
 Were any of the answers mushy or vague?
 Was it hard to focus down? Did you get lost
in a sea of ands?
 Could you do it in a few words?
 Did it sound fun?
What Is This Good For?
 Vision holder’s clarity
 Cohesiveness of concept
 Team’s shared vision
When Can You Use It?
 Concepting
Was That Fun?
X Statements
X Statements
Two short sentences or phrases:
 Development X: The one-sentence orientation
to mechanics and theme for a new team
member
 Marketing: A truthful phrase or sentence that
describes the game in a way that would get a
customer excited.
X Statements: Starcraft
 Development X: Fast-paced single- and multi-
player asymmetrical RTS in an interplanetary
sci-fi setting.
 Marketing X: Infinite fronts, infinite enemies
Why Was That Good?
 Clear
 Concise
 Compelling
 Cohesive
X Statements
Two short sentences or phrases:
 Development X: The one-sentence orientation
to mechanics and theme for a new team
member
 Marketing: A truthful phrase or sentence that
describes the game in a way that would get a
customer excited.
How Did It Go?
 Cases of and-ism?
 Does each statement form a picture? Are
they compatible?
 Reality check: How compelling is your
marketing X?
 And how truthful?
What Is This Good For?
 Elevator pitching
 Terse communication
 Momentum building
 Market validation
When Can You Use It?
 End of concepting
 Each significant core gameplay shift
 Each significant thematic shift
 Should be settled by start of production
Was That Fun?
Five Fun Factors
Five Fun Factors
 3-5 actions or experiences in your game that
are:
 Incredibly enjoyable
 Highly repeatable
 User knows how to get there
Why 3-5?
 <3: Thin soup
 >5: Diffuse and messy
Five Fun Factor: Clash Royale
 Pulling off great combos
 Winning battles
 Advancing through arenas
 Unlocking cards
 Improving troops
Why Was That Good?
 Fun, juicy experiences
 Highly repeatable
 Clear mental model of how to get there
Five Fun Factors
 3-5 actions or experiences in your game that
are:
 Incredibly enjoyable
 Highly repeatable
 User knows how to get there
How Did It Go?
 Easy to find 3?
 Hard to limit to 5?
 Be honest: do these things sound fun?
 Be honest: are these things fun now?
What Is This Good For?
 Every feature should
 Be a fun factor,
 Support a fun factor,
 Be table stakes for your platform/genre, or
 Get out of dodge
When Can You Use It?
 First pass at start of prototyping
 Revise at every major learning cycle
 Stabilize by start of production
Was that fun?
Your Game As a Poster
What Makes a Great Poster?
Key
Art
Marketing X:
Development X:
Fun Factor
1.
2.
3.
4.
5.
Title
Marketing X: Build an Empire to Stand
the Test of Time
Development X: 4X game spanning
from prehistory to the future
Fun Factors
1. Exploring the map
2. Expanding your empire
3. Managing resources smartly
4. Unlocking new technology
5. Crushing rivals
Marketing X: Deceptively simple,
insanely fun
Development X: Streamlined, digital-
only MtG with lighthearted
WoW theme
Fun Factors
1. Trying out new decks
2. Expanding your collection
3. Winning Matches
4. Ranking up
5. Surprising your enemy
Things To Look For
 Is each piece clear, concise, and compelling?
 Does the whole feel cohesive?
 Be honest: do these things sound fun?
 Be honest: are these things fun now?
Is This For Real?
Why Bother?
 Drives team consensus
 Concise communication for outsiders
 Centers creative debates
 Focuses and prioritizes
Dave Rohrl
Mobile Game Doctor LLC
We Make Your Games Better
dave@mobilegamedoctor.com

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Your Game as a Poster

  • 1. Your Game As a Poster Dave Rohrl Mobile Game Doctor, LLC Google Game Summit September 26, 2017
  • 2. Who Am I?  Dave Rohrl
  • 3. Who Am I?  Founder and Owner, Mobile Game Doctor LLC
  • 4. Who Are You?  Game teams  Platforms  Strategy/Biz Dev  Other Stuff?  Great!
  • 5. Before We Start  Something to write with  Your voice  A game in mind
  • 6.
  • 7. Why Do Most Games Suck?
  • 9.
  • 10.
  • 11.
  • 12.
  • 14. The Four Questions 1. What is this game’s main mechanic? 2. What is the story of this game? 3. How do you succeed in this game mechanically? 4. What is the success narrative of this game?
  • 15. The Four Questions: Super Mario Brothers 1. What is this game’s main mechanic?  Run and jump through levels, evading or bouncing on enemies. 2. What is the story of this game?  Princess Peach has been stolen away to evil King Bowser’s castle and you must rescue her.
  • 16. The Four Questions: Super Mario Brothers 3. How do you succeed in this game mechanically?  Complete all required levels without running out of lives. 4. What is the success narrative of this game?  You finally reach the final castle, beat the boss, and rescue the princess.
  • 17. Why Was That Good?  Clear  Concise  Compelling  Cohesive
  • 18.
  • 19. The Four Questions 1. What is this game’s main mechanic? 2. What is the story of this game? 3. How do you succeed in this game mechanically? 4. What is the success narrative of this game?
  • 20. How Did It Go?  Were any of the answers mushy or vague?  Was it hard to focus down? Did you get lost in a sea of ands?  Could you do it in a few words?  Did it sound fun?
  • 21. What Is This Good For?  Vision holder’s clarity  Cohesiveness of concept  Team’s shared vision
  • 22. When Can You Use It?  Concepting
  • 25. X Statements Two short sentences or phrases:  Development X: The one-sentence orientation to mechanics and theme for a new team member  Marketing: A truthful phrase or sentence that describes the game in a way that would get a customer excited.
  • 26. X Statements: Starcraft  Development X: Fast-paced single- and multi- player asymmetrical RTS in an interplanetary sci-fi setting.  Marketing X: Infinite fronts, infinite enemies
  • 27. Why Was That Good?  Clear  Concise  Compelling  Cohesive
  • 28.
  • 29. X Statements Two short sentences or phrases:  Development X: The one-sentence orientation to mechanics and theme for a new team member  Marketing: A truthful phrase or sentence that describes the game in a way that would get a customer excited.
  • 30. How Did It Go?  Cases of and-ism?  Does each statement form a picture? Are they compatible?  Reality check: How compelling is your marketing X?  And how truthful?
  • 31. What Is This Good For?  Elevator pitching  Terse communication  Momentum building  Market validation
  • 32. When Can You Use It?  End of concepting  Each significant core gameplay shift  Each significant thematic shift  Should be settled by start of production
  • 35. Five Fun Factors  3-5 actions or experiences in your game that are:  Incredibly enjoyable  Highly repeatable  User knows how to get there
  • 36. Why 3-5?  <3: Thin soup  >5: Diffuse and messy
  • 37. Five Fun Factor: Clash Royale  Pulling off great combos  Winning battles  Advancing through arenas  Unlocking cards  Improving troops
  • 38. Why Was That Good?  Fun, juicy experiences  Highly repeatable  Clear mental model of how to get there
  • 39.
  • 40. Five Fun Factors  3-5 actions or experiences in your game that are:  Incredibly enjoyable  Highly repeatable  User knows how to get there
  • 41. How Did It Go?  Easy to find 3?  Hard to limit to 5?  Be honest: do these things sound fun?  Be honest: are these things fun now?
  • 42. What Is This Good For?  Every feature should  Be a fun factor,  Support a fun factor,  Be table stakes for your platform/genre, or  Get out of dodge
  • 43. When Can You Use It?  First pass at start of prototyping  Revise at every major learning cycle  Stabilize by start of production
  • 45. Your Game As a Poster
  • 46. What Makes a Great Poster?
  • 47. Key Art Marketing X: Development X: Fun Factor 1. 2. 3. 4. 5. Title
  • 48. Marketing X: Build an Empire to Stand the Test of Time Development X: 4X game spanning from prehistory to the future Fun Factors 1. Exploring the map 2. Expanding your empire 3. Managing resources smartly 4. Unlocking new technology 5. Crushing rivals
  • 49. Marketing X: Deceptively simple, insanely fun Development X: Streamlined, digital- only MtG with lighthearted WoW theme Fun Factors 1. Trying out new decks 2. Expanding your collection 3. Winning Matches 4. Ranking up 5. Surprising your enemy
  • 50. Things To Look For  Is each piece clear, concise, and compelling?  Does the whole feel cohesive?  Be honest: do these things sound fun?  Be honest: are these things fun now?
  • 51. Is This For Real?
  • 52.
  • 53. Why Bother?  Drives team consensus  Concise communication for outsiders  Centers creative debates  Focuses and prioritizes
  • 54.
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  • 57. Dave Rohrl Mobile Game Doctor LLC We Make Your Games Better dave@mobilegamedoctor.com

Editor's Notes

  1. So I’m afraid I have some bad news to share with you today…most games suck.
  2. So Why Do Most Games Suck? (Audience participation and a few suggestions) In my long, painful experience, I’ve found that a lack of clarity leads to the doom of many more game projects than any other cause?
  3. So what does a lack of clarity cause/ Wandering in the desert Inifhighting over the game’s identity And most usually a painfully mediocre game. So what is our antidote to a lack of clarity?
  4. How about some clarity? But you can’t just snap your fingers and shout “Get Clear!”. Or maybe you can.
  5. And so without further ado I said WITHOUT further ado
  6. And without further ado I said WITHOUT further ado
  7. I would like to present the first tool in your kit, which I call the Four Questions. And trust me, if you’re Jewish, this graphic is hilarious.
  8. But it’s not the same four questions as the Passover seder, it’s these four questions.
  9. But it’s not the same four questions as the Passover seder, it’s these four questions.
  10. A compelling central visual A clear and relevant headline All the salient details