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Gamasutra
February 20, 2007

Design Document: Play With Fire

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Design Document: Play With Fire


7.       Appendix I: Target Audience

7.1.        Evangelist Clusters

Evangelist clusters represent sections of the audience for the game with the potential and intent to spread knowledge of the game to a wider audience. The evangelist clusters for the game would be:

·          H3 Wanderers (looking for a unique experience): a “Hardcore” gaming cluster (based on self-assessment and number of games purchased), this cluster is mixed gender and samples many different games over the course of each year. Their interest in novelty should aid in reaching them with this product. About 20% of Specialist Press reviewers fall into this cluster – these should be targeted by the game’s PR drive.

·          H2 Managers (looking for systems & puzzles): Logical puzzles of all kinds appeal to this cluster. The original yet intuitive mechanics of Fireball, coupled with the puzzle-oriented gameplay, will appeal to players preferring this play style. Although there are many H2 type players in the specialist press they are unlikely evangelists, as they tend mostly to review strategy games.

7.2.        Target Clusters

Target clusters are the wider audience being targeted. The target clusters for the game would be:

·          C3 Wanderers: related to the H3, these have similar game habits to the H3’s but play fewer games each year. They are attracted to novelty, and will buy into the game if it is recommended to them. If word-of-mouth for the game is significant, this cluster can drive game sales to levels above typical budget products.

·          C2 Manager: a mass market cluster who can potentially be attracted by abstract games with a strong bias towards process orientation. They buy many games (but complete few), which makes them a likely target cluster for an unusual game at a budget price point.

7.3.        Market Vector

The planned market vector for this game therefore consists of the following:


Orange squares represent sales primarily from hardcore gamers, whilst blue squares represent sales to a mass market audience.

Transition from H2 to C3 or C2 (dotted arrow) is most likely be a male H2 showing the game to friends, and therefore uptake from these vectors will be lower Conversely, transitions from H3 to C3 or C2 are more likely to be a friend making a recommendation for purchase, and therefore should help drive sales.

8.       Delta Log

8.1.        Version 1.0

Core design incorporated from Concept version 1.0

8.2.        Version 1.05

Changed references that read ‘Combos’ to saying ‘Chains’ (i.e. renamed ‘Combos’ to ‘Chains’).

Added a section about Chains.

Added a Template section giving advice to field designers.

8.3.        Version 1.10

Added the concept of ignition time. A block has to have been on fire for a (short) amount of time (known as the ignition time) before it can set fire to other blocks.

Ignition times added to the block data table.

Added reference to the parameters for the fire effects. (Appendix I in this document).

Target Audience titled ‘Appendix II’.

8.4.        Version 1.15

Replaced the old conception of the menu system with the notion of a ‘hyperobject’ so that the main game engine can be used to power the menu system.

8.5.        Version 1.20

Added the (already implied) functionality for Select – namely that pressing Select restarts the current level.

8.6.        Version 1.25

Added ‘Time Out’ feature – if the player fails to complete a level in 20 minutes, the player automatically becomes White Hot (5) and can therefore automatically complete the level. However, none of the player’s achievements will then be counted.

8.7.        Version 1.5

Blocks are expressly sized at 4 m x 4 m x 4m, so talk of them being 1 m cube is incorrect. Updated in this version.

Jump heights are now 2 units, 4 units, 8 units, 12 units and 16 units.

8.8.        Version 1.51

Specified: No block may burn at a temperature above its ignition temperature.

Removed some ‘dead’ material.

8.9.        Version 1.52

Coal now ignites at Red Hot, not Orange Hot.

Revised burn times and ignition times:

 

Block Type

Block Colour

Melt

Burn

Burn Time

Ignition Time

1: Leaf

Green

No

1: Yellow Hot

10 seconds

0.1 seconds

2: Wood

Brown

No

2: Orange Hot

15 seconds

1 second

3: Coal

Black

No

3: Red Hot

60 seconds

1 second

4: Plastic

Orange

2: Orange Hot

3: Red Hot

15 seconds

1 second

5: Metal

Blue

4: Blue Hot

5: White Hot

90 seconds

1 second

6: Stone

Grey

5: White Hot

No

7: Fire

Red

No

No

 

8.10.   Version 1.53

Minor edits.

Deleted the Time Out feature.

 

8.11.   Version 1.54

Minor edits.

 

8.12.   Version 1.6

Revised in line with the new structure.

Substantial revisions to Section 4, in line with the new structure.

Also, moved the M stages after F and before PM.

 

8.13.   Version 1.75

Added Ribbons.

Added High Level state diagram and annotations.

Added Overlays

Added Options

Added sound effects table (from Pending Features).

Noted the new name ‘Quest’ as a synonym for field list.

8.14.   Version 1.76

Added ‘Hell’ difficulty.

 

8.15.   Version 1.8

Revised flow diagrams to include:

·          Language select screen

·          Pause state

·          Added Continue/Quit overlay to Pause screen.

 

8.16.   Version 1.9

Incorporated changes made from Update.doc, and removed sections no longer relevant.

This included changes to Hub display and how Quests were unlocked.

 

8.17.   Version 1.95

Reversed the decision to change the Puzzle Path progression from being a strict linear sequence.




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