In my experience, more game projects get off track from a lack of creative clarity than from any other cause. This is a set of exercises that I use on my customers' projects to help them clarify and maintain focus on their most critical creative elements.
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
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
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
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?
So I’m afraid I have some bad news to share with you today…most games suck.
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?
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?
How about some clarity? But you can’t just snap your fingers and shout “Get Clear!”. Or maybe you can.
And so without further ado
I said WITHOUT further ado
And without further ado
I said WITHOUT further ado
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.
But it’s not the same four questions as the Passover seder, it’s these four questions.
But it’s not the same four questions as the Passover seder, it’s these four questions.
A compelling central visual
A clear and relevant headline
All the salient details