Slashdot Mirror


Strange Attractor - On High Concepts For Games

Thanks to Scott Miller's Game Matters weblog for its article discussing how to design a game from the start with a 'winning concept'. Miller argues: "Too many games are sunk from day one because they lack a compelling concept. And even though these games may get made with the highest production values and polish, they will find only a small audience." He goes on to identify specific factors to follow, including uniqueness ("You should be able to say:'"Wow, why has anyone else thought of this?!'"), an easily conveyed premise ("e.g. Tomb Raider = female Indiana Jones"), and lack of obvious ancestry ("The concept is so distinctive that if anyone else does it after you, it'll be obvious where they got the idea from.")

3 of 55 comments (clear)

  1. Re:me = devil's advocate? by Osty · · Score: 2, Interesting

    You speak of SW:Rogue Squadron 18?

    The Rogue Squadron series is not a space flight sim like the old X-Wing and Tie Fighter games (you fly, but the control is definitely lacking). Take the graphics from the latest Rogue Squadron games, put them into the flight engine of X-Wing, Tie Fighter, or X-Wing: Alliance, add a new story (dammit, I don't need to play through Hoth or the Death Star battle again!), and you'd have a sure-fire winner.

  2. Re:Concept gaming by Dachannien · · Score: 2, Interesting

    I wouldn't expect creativity from console games. So let's take a look at PC games, 2003:

    1. Sims Superstar from EA
    2. Sims Deluxe from EA
    3. Command & Conquer Generals from EA
    4. Warcraft III: The Frozen Throne from VU Games
    5. Sims Makin' Magic from EA
    6. Sims Unleashed from EA
    7. Sim City 4 from EA
    8. Call of Duty from Activision
    9. Age of Mythology from Microsoft
    10. Battlefield 1942 from Microsoft

    Unfortunately, the list is cluttered up by expansions to The Sims, making it almost pointless. Anyway, I'll let you draw your own conclusions as to whether this list shows better demand for creative concepts versus console games or not.

  3. Miller is brand focused by Anonymous Coward · · Score: 1, Interesting

    And he has a right to be. Apogee was built by carefully branding solid action games with memorable characters, and then marketing them through shareware. By being non-generic Apogee's titles always stood out in the marketplace.

    I think his grasp of gameplay, on the other hand, can be kind of shaky...