Course Introduction Course Project Info. Syllabus Your Current Grade Extra Credit Ideas 1: Hist. of Games 1 2: Hist of Games 2 3: Defining Games 4: Design; Reviews 5: Project Sequence 6: Who Does What 1 7: Who Does What 2 8: Birth of a Notion 9: Pre-planning Docs 10: Marketing; Analog 11: Presentations

Survey of the Game Industry

Week 8 Homework: The Birth of a Notion, Part 1; Combat in the Arena of Ideas, Round 1

 

“The best way to learn games is to play games. The best way to make games is to work.” – Alan Emrich

 


 

Your Weekly Homework:

Be sure to read the Review Sheet (which contains more information than the classroom lectures and you are responsible for knowing everything presented here) and the Required Reading section of the web site.


 

Game Storming, Part 2


A. Step 1: Realize [gain a purpose]

Your homework is to write down at least two new product proposals (at least one in each category of Action and First Person perspective - such as a First Person Shooter).
These can be new games using already-existing licenses or original ideas, or sequels / expansions to their existing line. You’re trying to come up with the game idea that you think will be the biggest success for Atari, your company (the Developer for this game), and with the players and critics.

 

1. Your ideas will be handed in and graded (for up to 5 points) by the instructor.

 

2. You will present your ideas, orally, to a small group of other students in class; they will also present their ideas. You will be evaluating each other’s presentations and comments during this ‘brain storming’ session on a Score Sheet. These Score Sheets will be handed in and graded by the instructor (for up to 5 points). See illustration below.

 

3. The best idea will be elected from each group. Each group’s best idea and its advocate will go on to the Final Group. The Final Group will have these best ideas presented to each other, the class, and the instructor. The class will observe and the instructor will comment. Then the best idea from the Final Group will be selected. That idea is the ‘winner’ in the Arena of Ideas and will be the one that our [fictional] company would develop and ‘pitch’ to Atari.
 

B. Step 2: Educate [gain knowledge]
 

1. Go to the Atari US Home Page.
 

2. Examine the Action and FPS genres on the side bar and review the lists of those Atari products. Be sure to click on the game’s links to learn more about them.

 

3. You would be wise to also learn about the competition from other company’s in that category so you can envision products that are better than theirs. I’ll leave this up to you, but if you want to ‘win’ in the Arena of Ideas, you need to do a good job researching so that your ideas and arguments will carry more force.

 

C. Step 3: Think [devise a successful idea]

 

1. Come up with at least two (you can do more) brilliant new product proposals, at least one for each category of Action and FPS. These need to be ones that are so good that if Atari saw a presentation pitching that idea, they would commit millions of dollars to make it.

 

2. Remember, a fresh new idea is exciting but risky. A sequel is less exciting, but also less risky. Every company is looking for exciting ideas and little risk. Good luck achieving that goal.
 

D. Step 4: Plan [the method by which this successful idea will be realized]

 

Put your new product proposals in writing. Be sure each of your proposals includes all of the following basic information:

Sample Atari Game Proposal Concept Document  .PDF files are available here:

Vinh Ha: presents two outstanding documents:  Toys R Bust (Action) and Familiar Life (RPG)

Nestor Carpintero: Korea: End of Sides (Strategy) + Darkest Freedom (RPG)

Kurt Papstein: Aliens: Marines in Combat (Action) + Eye of the Martial Artist (FP Fighting)
Derrick Kastl: presents a beautiful document with Commander: An Epic Voyage (RTS)

 

E. Step 5: Do [gain experience]

 

1. Have your written new product descriptions ready to hand in during class.

 

Here is a look at the Rating Sheet you will use to evaluate your fellow students.2. Practice speaking to others about your game idea. You’d be amazed how much more clear your ideas become when you have to explain them to others and, more importantly, if you ask them to explain them back to you. This is good practice in communication, which is what you’ll be doing in class. This exercise only takes a few minutes, but I guarantee you that will be time very well spent!

 

3. Have the talking points about your game ideas ready and with you in class. Present them, orally, to the other students in your group and be ready to address their questions, comments, and critiques. Be sure to give thoughtful questions, comments, and critiques to the ideas of others in your group. 

   

F. Step 6: Analyze [gain wisdom]

 

1. Evaluate other’s ideas (voting the best to the Final Group) and their presentation characteristics (on a separate Evaluation Sheet handed out in class).

 

2. Heed what others say about your ideas and presentation characteristics. These are things that you need to be aware of as either your strengths or areas where you can improve.

 

You need to devise at least two (and no more than three, total) ideas / Inception Documents for an Action and a First-Person perspective game that will save Atari U.S. (10 points).

 

”The games of our future have not all been invented yet; that task is ours.” – Alan Emrich

 


 

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