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GAME DESIGN TEST – ‘Parking Frenzy’ – By Krishnendu De The game 'Parking Frenzy' is a great game having made to the top charts. However, I feel it becomes little repeatative and has limited game play of about 1-2 hours. In this suggestion document, I have tried to illustrate a few enhancements without changing the core game. I. THEME AND PREMISE The present idea of playing the game for the purpose of parking cars looks good! But how about adding a reason to play the game for; Like the idea of becoming the best 'Transporter' mentored by a professional. It would be the objective of playing the game – 'TO BECOME A TRANSPORTER' INTRODUCTION OF AN IN-GAME CHARACTER In-Game Character to guide the player : Basically to increase the interaction of the Player in the game, a character similar to the 'Transporter' movie can be designed. This 'Jason Statham' inspired character will be like a mentor for the players and undergo the following activities, Will guide the player throughout the game play Assign missions Rate Player's performance Giving Tips about safe driving and other driving skills Ridicule and instigate player with relevant messages Tell him to undergo activities such as using in-game economy (in-game currency logic explained later) Ask player to review/rate game, post/share on fb,twitter

How to make a good game great? - Part 1 (Parking Frenzy)

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Page 1: How to make a good game great? - Part 1 (Parking Frenzy)

GAME DESIGN TEST – ‘Parking Frenzy’ – By Krishnendu De

The game 'Parking Frenzy' is a great game having made to the top charts. However, I feel it becomes little repeatative and has limited game play of about 1-2 hours. In this suggestion document, I have tried to illustrate a few enhancements without changing the core game.

I. THEME AND PREMISEThe present idea of playing the game for the purpose of parking cars looks good!But how about adding a reason to play the game for; Like the idea of becoming the best 'Transporter' mentored by a professional.It would be the objective of playing the game – 'TO BECOME A TRANSPORTER'

INTRODUCTION OF AN IN-GAME CHARACTER

In-Game Character to guide the player : Basically to increase the interaction of the Player in the game, a character similar to the 'Transporter' movie can be designed.This 'Jason Statham' inspired character will be like a mentor for the players and undergo the following activities,

Will guide the player throughout the game play Assign missions Rate Player's performance Giving Tips about safe driving and other driving skills Ridicule and instigate player with relevant messages Tell him to undergo activities such as using in-game economy (in-game currency logic

explained later) Ask player to review/rate game, post/share on fb,twitter

Page 2: How to make a good game great? - Part 1 (Parking Frenzy)

Ask player to invite friends in Fb to join the game to redeem in-game currencies Give the player tips on smart driving, road safety,

II. STARTING OF THE GAME:To set the tone for the player and understanding his/her game objective (i.e. of becoming the Ultimate Transporter), I would suggest to change the flow of the game; emphasising how the game actually starts.

Immediately after launching the game for the very 1st time, the player should be taken to the game play screen (just after selecting the game icon)

Following messages would be helpful in making the player undertand the game objective

Welcome to Parking Frenzy India ACADEMY!I'm your trainer...

So you want to become a TRANSPORTER?

Lets see first if you can handle a car!Enter The Academy!!!

This is the way how 'Trials Frontier' https://itunes.apple.com/in/app/trials-frontier/id659283309?mt=8 actually starts and I feel it leaves a positive impact on the players, who would not anticipate this kind of cinematic start to a game.

III. GAME ECONOMY:-The game already has a monetization mechanism based on -Auto-repair and -New cars.To make the IAP mechanism more compelling for the player, I would like to add an in-game GAS TANK mechanism and Driving Xp points.

Below I've explained the 'GAME ECONOMY' that I conceptualized and feel suitable for the game;I've tried to create a SUPPLY & DEMAND of resources (In-game currencies) in the game design; so that there are deliberate hinderances that the player needs to resolve either by paying with time or real money.

PLEASE NOTE: These hinderances are not meant to restrict the game play experience of the player; but in order to experience the advanced game play, the player would either have to re-play existing levels multiple times to accumulate in-game correncies to level up or go for in-app purchases.

What if the player has an added parameter in the game play of that of completing the level with the compulsion of using a limited amount of car fuel available to him. The fuel depletes depending on the distance traveled by the car and to refil the player necessarily has to level up by earning driving experience points.

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In short 'car fuel' that I'm talking about is the 'DEMAND' & 'Driving Xp points' is the 'SUPPLY'

GAS TANK LOGIC In-game gas tank meter that depletes on movement of the car Rate of depletion of the gas tank will be directly proportional to the distance moved by the

car Player will be required to reach the parking spot by committing least errors and travelling

lesser distance (considering the fact that the car would travel less distance if player makes less errors); so as to save max. fuel.

The initial levels would allow the player to reach the parking spot quite easily even with a few driving errors, but gradually the player would be required to perfect his/her driving (meaning committing less errors) so as to reach the parking spot with limited available petrol.

NOTE: Each level would have a fixed amount of fuel (in the car) available for the player to reach the parking spot.

It would thus be a testimony of the player’s driving skills to drive the car efficiently with the limited amount of petrol.

GAS TANK LOGIC

Page 4: How to make a good game great? - Part 1 (Parking Frenzy)

DRIVING XP (experience) LOGICDepending on the player’s game play performance, he/she would be awarded with relevant Driving Xp points; depicted on the game completion statistics screen.Player’s driving Xp would be calculated upon the following parameters:-1. Time Taken to complete the level2. Amount of fuel used3. Number of collisions of the car with any object while driving

USE OF DRIVING XPPlayer would be able to fill up his gas tank before any level in exchange of his earned driving Xp points. The basic idea is to encourage the player into earning Xp by playing levels time and again and using Xp to fill up his gas tank for a relatively tougher level.Driving Xp points would however can also be purchased via In App purchases.Like a set of 1000 Xp for $ 0.99

Please refer the below illustrations to visualize the Game economy concept

DRIVING XP (experience) LOGIC

Page 5: How to make a good game great? - Part 1 (Parking Frenzy)

USE OF DRIVING XP

Leveling up of Driving XpTo highlight the acquired skill of a player, his driving Xp would be available for level up after he earns 1000 Xp, 2000 Xp, ….Like Level I = 1000 Xp,The players would also have an extra objective of playing the game for leveling up and reaching the Top Charts. Leader boards can be integrated where players will be required to share their 'Xp'.

To unlock advanced cars, the player will have the restriction of leveling up to a fixed Driving Xp.

Page 6: How to make a good game great? - Part 1 (Parking Frenzy)

IV. DAILY MISSIONS & IN-GAME NOTIFICATIONS

In a bid to retain players in the game, I would suggest the following implementations under DAILY MISSIONS:-

1. Conducting Daily Transporter missions assigned by the MENTOR2. Awarding the player with; say 100 driving xp points for returning to the game (which can be

cumulatively incremented based on successive daily game launches)3. Opportunity for the player to drive locked CARS in the game in these daily missions. This

would not only excite the player would also educate the player about the advanced stages of the game play with limited driving experience of locked CARS/ Bonus Levels.

4. OBSTACLE COURCES: As is common with car lovers, daily missions may include branding in the name of BMW or Mercedes, and conduct specific SLALOM CHALLENGES.

To be shown on game menu screen

IN-GAME NOTIFICATIONSA dedicated section on the main menu screen can be allocated, where the 'AGENT' educates the player about safe driving tips, in-game advanced items, cars, etc.This would add player retention scope and interactivity with the game!

Have not included Push Notification messages; as I feel it’s a cliché now-a-days, instead I’ve focused on In-App ALERTS

On arrival of a new alert, a notification alert would be shown on the icon present on the main menu as illustrated below;These inside game alerts can easily be generated based on in-game conditions or a 3rd party PAID

Page 7: How to make a good game great? - Part 1 (Parking Frenzy)

service can be used; like when the player completes tutorial mode has reached a certain driving Xp level Is not able to clear a certain level after several attempts has not invited Fb friend has not posted about the game on social networks is short of in-game currencies giving Eco-friendly tips

In longer run, this IN-GAME notification service can help in sending specific messages to a targeted section and giving them discounts in In-app purchases.However, for segregating players based on their game progressions, a 3rd party Analytics SDK would be required.

Thanks for patiently reading the game concepts; I have tried my best to illustrate the enhancements with suitable screen shots, hope that has helped. Would like to summarize all the details in the below ARM table for your convenience;