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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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