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Dev Log 2 - Pitching a Game

A topic by kkb427 created Oct 06, 2023 Views: 293 Replies: 6
Viewing posts 1 to 8

I had the opportunity to come up with a game idea and pitch it to my prof. and class. My game was about simulating the life of a teenager on social media, where players could develop friendship with their peers in-game. The core gameplay mechanic wasn't that complex because I focused heavily on the message my game is trying to deliver. I created a pitch document containing the story and programming of the game, which made me realize just how simple and barren my game actually was. There wasn't that many features that I could call "gameplay" asides from the main objective of creating friendships. This realization actually motivated me to add some more content where I can. 

A part of me wishes that I wasn't restricted to creating a game that was related to my research topic. I had some really interesting ideas (at least I thought they were interesting) for games related to healthcare or ammortality, but I had trouble narrowing down the topic to a specific aspect. 

Overall, this experience made me realize that the gamification process takes lots of thinking and design iterations. It's difficult for me to go straight from research to ideas to actual game design. I may have limited myself too hard on the message I was trying to deliver and my research topic, because some pitches from my class had a good balance of gameplay and message. I learned a lot about what is considered an effective pitch such as the selling points of a game and what the "investors" would be looking for before they give the green light. 

True that the feedback from the various in-class pitches gave lots of tips for what investors are looking for. Interesting that you found the constraint of forming the idea around a research topic to be restricting. Personally, it allowed me to avoid blank canvas syndrome and my research inspired the main mechanics and narrative.  

It would have been nice to not be restricted on this I agree as restricting to specific topics makes designing stuff personally hard for me. It would have been a lot of fun just for people to do whatever they wanted (in scope of course) and hearing what people come up with. Would be cool to hear the ideas you had in mind!

Honestly, I really did enjoy the idea that you pitched. As we almost had the same research topic. I felt like yours would have been educational and would have loved to see it in action! but I agree with what you mentioned about what "investors" would be looking for before giving the green light.

Hi Kim!

When you said that it was difficult to find gameplay that ties nicely to your chosen research topic, I feel you. It's pretty difficult finding core gameplay mechanics while also conveying the gravity and importance of your chosen theme. You don't want to undermine the topic your basing the whole experience around... but you also want to make an engaging experience with a strong loop. Hope your team can come up with some strong gameplay for SteelFire Garden!

I also wish that my game idea could have taken from other topics as well. I noticed that my themes could have included other topics within the gameplay. I've been thinking a lot about iterative design as well. It isn't something that I've thought about a lot until now, but it is something that's key to good game design, and I want to try to practice this extensively myself during our game.

Your self-awareness and reflection are commendable. It's essential to learn from every step of the creative process. Even though you faced challenges, you've gained insights into the complexities of game design and the balance between gameplay and message. Keep iterating and refining your skills – that's the path to growth.