Tuesday, October 2, 2012

Graner Ray

The concept of a design document is the overall summary of how the game will be received by a standard three groups of demographic/outputs. It becomes a point of reference, something that holds the truth among the rumor, something serving the even opening audience. After the three basic overviews, chosen by Ray, the overall feel and expectations from the game can be anticipated. This can be summed up in the selling point; what is the concept of the game?

The first overview of product and introduction covers many of the first witnessing accounts of the game. The back of the package summary, overall cover art, the objective, genre, and role play are the first reviews a player will give the game before purchasing.

The second overview, sample game play, is the first hands on encounter with the game mechanics itself. Within the first 30 minutes, the player will soak in enough understanding of the context and purpose of the game to become either engaged or turned off.

Lastly, the technical overview will anticipate how well the game can be utilized on multiple consoles or with other gaming devices. The more universal the game can be used and the more flexible the design, the more sales the designers can expect. This limitation is not only from physical mechanics, but can also be derived from the game's properties themselves such as visual graphics, number of allowed moves, and overall experience.

The design document sounds like a general analysis of the game's affect on the market based on usability and whether it meets expectations.

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