How to explain your game to an asshole
pentadact.com
pentadact.com
The four points that you discuss to explain your game as quick as possible is similar to the elavator pitch for startups, or even more accurately Adeo Ressi's MadLibs for pitching...
My company, __(insert name of company)__, is developing __(a defined offering)__ to help __(a defined audience)__ __(solve a problem)__ with __(secret sauce)__.
He did a video here. https://vimeo.com/16447520
At a glance when I first saw those snapshots of you giving the talk I thought you were Sheldon Cooper for a split second! Perhaps you get that a lot!
I'll be pitching new board games this year at shows and I'm certainly going to use this.
Many open source games websites are badly designed also, often the front page is full of feeds from the developers blog or changelogs.
All you really need is a trailer video , a few screenshots and a download link.
"The first bad way to explain your game is to not explain it at all. People often put out some raw footage or a screenshot and let it speak for itself."
Also, I would not be a Minecraft fan if my son had not shown me Paul Soares Jr's excellent "How to survive your first night in Minecraft" video. The Minecraft web site itself never appealed to me though it's better now.
Sadly the author doesn't take his own advice and regales the reader with about 6 paragraphs of text before getting to the point. Once we're at the point, it's all interesting. The lead up, not so much.
You see, I'm an asshole too. I don't really know who you are yet and don't give a flip about why you did or didn't go to GDC. So get to the point first and then add the details about yourself once you have interested me.
Excellent write up otherwise.
Although, a professor at my university gave excellent advice to someone in my research group after an interview talk dry-run: put your conclusions first. Say the most important thing as soon as you can, because most people will not follow the whole talk, for many different reasons. I've tried to structure talks like this since hearing that.
A lot of those games I haven't even tried, because I can't figure out what any of them really are. Their websites are usually terrible (one game even shut down their website during the bundle. How helpful!).
Why would I spend time on them, then, when I have a ton of games that I know what to expect with?
There isn't a cool unique new thing in one game. There is a cool unique new thing every 3-5 years. It's just a fact: most games are remake if you prefer. I'm not saying games are not enjoyable and if they are for you, it's very cool.
Of course if you're a game company making a generic zombie FPS, then you might not have something cool and unique to pitch your game with— but in that case, it won't be a surprise to anyone if your game performs miserably.
But does it have something cool and unique?
Yup.
It has a custom physics engine.
Is the physics engine better than the ones other people make? Does it have some fancy theoretical advance? No way. It's simple and naive.
But it's different b/c i just made one up from scratch instead of copying it. It's a little quirky. That means if you played a bunch of platformers before, this one won't feel too repetitive, because the physics are different. It gives you something new to learn and get used to and figure out how to use to your advantage.
Example: in my game, ground tiles have high friction, air has much less, and ice tiles have even less than that. Therefore to land on ice and stop yourself you usually want to jump right after landing and put on the brakes while back in the air instead of while sliding on the ice.
Every game really does need to have something that's different from other games to give you some reason to play this game instead of those other games.
And it's not that hard to do that. Even if you're making a remake. All remakes should change something to be a little different from prior games.
Even if you're doing a sequel and do not change the art or game engine at all, you could still say "what it has that no other game has is MORE LEVELS that you haven't played before in the original". That will explain to people why to buy it.
It's quite possible to make stuff different in a way no one likes. But you can and should make your stuff different in some way or other and then use this as a reason people might want to buy it.
I can give out a few promo codes if people email me curi@curi.us
It's made with MacRuby.
So even though only having two weapons at a time is arguably a killer feature, it would be almost impossible to convince someone that this is true. Another example might be Apple, every time they take away an option and people complain they are arguably making their product better, but theres no way they can convince people that's true.
If people don't know they have an option they usually don't care about it or put up with any inconvenience.
The two weapon thing isn't any different than the alt fire that unreal and halflife/counter strike were already doing.
Halo had tech demos of the warthog driving around a desert that was mind blowing.