Week 1
— GDS314 —
— GDS314 —
The Hook, Habit, Hobby model for retaining an audience.
Hook: create an engaging gameplay loop to hook an audience.
Habit: keep that gameplay loop consistent to keep that audience hooked, creating an addition.
Hobby: fan the flames to have the audience obsessed with a long-term addiction of your game.
Article on 3 H's: https://www.hiveminded.co.uk/post/hook-habit-hobby-creating-addictive-content-loops
Games like Egg Inc. use more and more expensive upgrades in the game to incentivise spending money (friction where needed).
GTA 6 HAS A BUDGET OF $2 BILLION! WTF?!
The top three most profitable countries for selling games are the United States ($36.8B), China ($36.5B) and Japan ($18.9B).
Equaldex - LGBTQ+ rights across the world, good for international design considerations: https://www.equaldex.com/
Questions for week 1:
Who is my audience?
How will I reach this audience?
How will I fund production?
What sets this game apart from the competition?
The Kuleshov Effect represents interpreted meaning or context derived from two sequential image. For example, a bowl of soup and a man's neutral expression may invoke an interpretation of disgust, whereas a sick woman and a man's neutral expression may invoke an interpretation of sympathy or caring.
Option 6: Mobile Gun Building Game (Group Idea)
Core gameplay: low-poly gun building simulator that allows the player to buy guns that they can then try out at the shooting range, as well as buy parts for those guns to customise them and gain advantages to achieve a higher score in the shooting range.
Game starts out by getting the player to buy an AR-15 with starting money and uses the shooting range to get in-game currency to unlock more attachments.
Amount of in-game currency player gets from each shooting range round depends on the following variables:
How quickly the player completes each round;
How many targets the player hits;
The length of a streak of target hitting; and
Whether or not the player has the PRO version of the game.
Players can get a number of attachments with in-game currency to perform better at the range and get a higher score.
Monetary aspect (idea 1): lootbox
Players can buy lootboxes using in-game currency for a chance to unlock skins, similar to the system that Counter-Strike: Global Offensive uses with it's cases.
Skins range from common to expensive, and skins unlocked are also gun-exclusive, making the possibility for receiving duplicates harder to reach.
Receiving a duplicate skin gives the player currency instead, with the amount depending on rarity. For example, getting currency from a common skin duplicate will only be a small amount and not be enough to, for example, open another case immediately.
NOTE: Due to new restrictions for gambling simulation in games sold in Australia, this idea may have to be swapped out for the direct purchasing of skins with in-game currency.
See info on new regulation: https://www.classification.gov.au/about-us/media-and-news/news/new-mandatory-minimum-classifications-for-gambling-games-content
Another source here: https://www.infrastructure.gov.au/have-your-say/proposed-new-mandatory-minimum-classifications-gambling-content-computer-games
Monetary aspect (definite 1): In-game currency store
In-game currency can be bought using real money if the player doesn't want to grind for currency through gameplay, ranging from enough to buy a single lootbox, to enough to buy a couple new guns and a few attachments for each.
Monetary aspect (definite 2): PRO version
Base game is free-to-play but with full prices for in-game currency and no access to high-end guns and attachments.
PRO version gives roughly a 30% discount for all store items (e.g. a $14.99 in-game currency pack would be discounted to $10.99, or roughly 27% off), a 25% increase to the amount of in-game currency received from shooting ranges, plus access to the higher-end guns and attachments.