
Assignment 3
Concept Document
Due: Saturday, February 9th at 11:59 pm
For this assignment, teams will submit a concept document for a game. This document
should cover the high points outlined in the lecture on
design elements.
We go into more detail about the structure of the document below. You should also
refer to our
writing guidelines for
proper formatting. Refer to your notes from ENGRC lecture, too. Finally, we have provided
several examples from previous years for you to review. Understand
that this year, the order of elements will differ a bit to past versions, so adjust accordingly.
As we said in class, the key to writing any document is to understand the audience.
The audience for a concept document is a publisher. This is someone who sees numerous
concept documents and wants to get through them as fast as possible. So, create a short
(2-3 page) document that is easy to read, punchy, clear, and direct. The most important
information should be at the front of the document; that way if the publisher decides to
quit reading, they will still get most of the major ideas (and might come back to the
document if the other ideas out there are worse). Remember, this is not a treatise; this
document is basically a pitch to secure funding for the game.
Document Contents
The exact formatting of this document is up to each team, though you must follow our
writing guidelines.
We do require that the document consist of at least six primary sections.
Each section should be clearly labeled with a heading. If the section contains
more than a few paragraphs, you should break it up into subsections that
label the contents of each subsection. You should also make use of
topic paragraphs
when appropriate. We provide you with several examples
below to illustrate what we mean.
Front Matter
The start of the document should have "Concept Document" at the top. Afterwards you
shoul follow with the team's name, followed by a listing of all the team members' names.
The game name and the date will be the last part of the front matter.
High Concept Statement
The first primary section of the document is a short statement of the core
vision of the game. It is a distillation of the thematic focus that defined earlier
in the
second communication lab
and in Assignment 2. Use one or two sentences that are player focused. That means
it should describe what the player can do, not what happens to the player.
As a great example of a high concept statement, consider this example from
Forgotten Sky (Spring 2008):
Eons after a forgotten catastrophe drove mankind to take refuge deep within the earth,
a young man has the audacity to dream of the sky. With nothing but a thin, swaying rope
preventing an untimely end, guide Caelum through the ruins of past shelters as he
ascends to the surface.
Gameplay Sketch
To compliment the High Concept statment, the team must include at least one sketch of the
primary player mode. Include caption work (a label, a title, and short caption to explain
what we are seeing). The you should include a regular single, short paragraph explaining
this sketch. Remember to follow our
guidelines for figures.
We consider the concept statement and the sketch to be the most powerful attention-getters
in the document. These pieces must immediately grab the attention of your potential
investor and get their emotions (and their pocketbooks!) invested in the game. Before
handing in this document, the team should consider this matter clearly and make their
best effort to avoid a boring school-type assignment response. Make it engergetic, amazing,
and thoughtful in its approach to securing a sponsor.
Important: When looking at the past examples, you will notice that the Gameplay
Sketch was located later in the document. This year, placement of the sketch is near the
front, for the reasons noted in the previous paragraph. You want to grab attention!
Features
To outline the special features, create a bulleted list of the key features of the game.
These features should include the primary player actions, and the challenges that the
player may face. This list should be short and focused. Write it as a bulleted list with
no more than six bullets.
Make sure that you follow the
guidelines for bulleted lists.
The bullets should never be more than two lines, and a single line is best. The team’s feature
descriptions needs to be tight and efficient. When we review this document, we will be
checking to make sure that the feature descriptions are "punchy.” The descriptions
should use active (not passive) voice and should sound exciting. Teams will be graded on
their use of verbs, specific language, and parallelism in their lists.
Design Goals
In this section, tell us what the team is trying to achieve in this game. Who is
the audience? How do you plan to reach them? Justify why this game will reach them.
Avoid wording that says something like "we plan to appeal to core and casual gamers alike,"
which absolutely everyone tells us in their presentations and is basically meaningless.
Design goals are also where the team reveals what types of feelings or emotions
the players should experience. If you subscribe to the Earnest Adam's "wish fulfillment"
school of game design, now is the time to say what wish is being fulfilled. Describe
the primary player objectives and say why these objectives support the team’s
design goals.
This is a bit more more abstract that describing the game’s features or the high concept
statement. To give you a good idea of how to craft this section, look at the concept
document for the CS 4152 game
Project Aurora
(later titled Alone in the Night). Do not emulate this document's format.
CS 4152 uses a slide-presentation for its concept documents, while CS 3152 is a normal
document (see the examples below).
With that said, Project Aurora is useful because it has one of the most extensive
design elements sections that we have ever seen. We are not looking for something that
extensive. Teams should limit their writing to a few paragraphs covering the main design goals.
Market Segment
The "market segment" section includes details on how the game compares to other available
games. Make a good faith effort to understand your game’s competition. While
this game should have new elements, it is very rare that students in this class have a
completely original game that is unlike anything else out there.
In defining the game's market segment, identify the following:
-
Genre
-
Does this game fit in an existing genre? If so, which one and why?
-
Platform
-
What must the customer have in order to play this game? Not everyone has a game controller.
-
Competition
-
What games are most similar to this one and why? Provide 2-3 examples.
-
Unique Selling Points
-
What makes this game different from your competition?
Each of these should be a separate subsection with its own heading. Do not present
these using bullet points; use complete paragraphs. That means either subsections or
topic paragraphs.
Additional Details
The last section can include information not relevant to core gameplay such as story,
characters or music. It can also include additional gameplay details like a description
of sample challenges. The team can add anything interesting; however, keep it short,
as this is not the gameplay specification.
If you cover more than one topic in this section, remember to break it up into subsections.
We do not want a single mass of text covering unrelated topics.
Examples
We have provided several examples of solid concept documents from semesters past. These
documents are not perfect; they all have flaws of some sort. Several of them violate
the writing guidelines.
That is because the writing guidelines are a reaction to the issues in these documents,
and we do not want you making the same mistake.
We have also made substantial changes to this document over the years. For example,
Market Segment used to be a generic section called Overview. It included
both the design goals and the player objectives. We found that combining these two
made it a bit difficult for students to get this part of the document
correct, so we reorganized this document. You should follow the new format.
As a result, you should not copy the structure of the documents below, but only
use them for them inspiration. Look at the types of information that they contain,
and the way in which they present this information. But organize your document in line
according to the six sections outlined above.
Arc en Ciel was created in Spring 2015 where it won the Audience Favorite Award.
It also was selected for the Boston Festival of Indie Games during an extremely competitive year.
With the exception of the rules on
figure captions
(because this document has no captions), this is exactly the type of document you should
emulate.
The most recent game on this list, Teddington won Most Polished game at the 2016
Showcase. This is a very well-structured document and (unlike Arc en Ceil) it
uses captions correctly. While the features could certainly be more exciting, the
overall structure is exactly what we are looking for.
Another recent games on this list, Dispossessed was created in Spring 2015.
This is an very solid concept document and a good one to emulate. Our only complaint
is the Sidestory section at the very end. It has a lone topic paragraph. If you
have only one topic paragraph, why cannot it be a simple paragraph?
An audience favorite from Spring 2013, Beep is a less recent example, and comes
from a time when the concept document was a bit different
However, its document format is still close to what is expected of you. This is
a solid concept document with just the right amount of information. Note the use of
subsections and topic paragraphs.
This is another concept document from Spring 2013. The document shows off the types of
things that we are looking for in Additional Details. It does not quite follow
the writing guidelines, since the subsection headers are all different parts of speech.
But otherwise, the formatting and content is exactly what we are looking for.
Squidget Snatcher was a popular game from the Spring 2011 semester. While it follows
an older format, it is complete with a gameplay sketch (unlike many of the examples
below). This is also one of the best feature lists that we have ever received in
this class. It is short and to the point, and the descriptions have a lot of punch.
While the format of this document is different from yours, you should look at this when
designing your features.
Lifted was one of the top games in the Spring 2010 semester (before we were aware
of its similarities to a certain animated short). This document has one of the best
understandings of unique selling points. They are still a little too long, however, and
the entire document could be punchier.
Submission
Due: Saturday, February 9th at 11:59 pm
There are two steps to handing in this assignment. The first step is to submit the file.
From your Google Drive, teams should convert and then submit a PDF file called
conceptdocument.pdf containing all of the
information above. We ask that the file be a PDF so that we can annotate it and return
it with feedback for possible revision. Understand, too, that the grading team will be
looking at your Google Drive to evaluate the equal and fair writing and editing
contributions by all team members. This is done by opening up the revision history in
the Google Doc.
The second step is to complete the CATME survey. Later in the semester, we will distribute
these surveys at the same time that your two-week report is due, but we want an initial
survey to see how your group is doing. You should recieve an e-mail instructing you how
to fill out the survey. The link inside that email is
specific to each student. Use it to enter the survey (you cannot log in using another method).
As the prospect of revision implies, this is not the final draft of the concept document.
Teams will have later opportunities to revise the concept document. However, you should
take this assignment very seriously, as this staff will use this assignment to evaluate
the suitability of your game (e.g. is it feasible, is it suitably difficult, etc.).
If the team's proposed game idea is rejected for whatever reason, then all the staff's
concerns must be addressed in a revised concept document within one week. Then, if the
game proposal revised concept document is still not acceptable, the team can no longer
receive an A for the project grade.
With that said, this almost never happens in this class. We always try to provide extensive
comments on this assignment so that each group can be back on track by the revision.
|