I have watched today probably the best video on game design I have ever seen in the last few months. The speaker makes a definition for USP, unique selling points:
USP = (appeal + fantasy) * readability
- The appeal is the level of beauty, polish, etcetera your game can have. It is what makes the game appealing from looking at screenshots/videos
- The fantasy is the opportunity the Players will seek inside of the game. It can be something very real, but also something they couldn’t do in real life.
- Everything is multiplied for the readability of the gameplay. Which is the capacity of your game to be understood from a simple quick view.
I love this definition and this formula, also if I am aware that creativity doesn’t work with formulas. But it’s a way of starting from a base. Test the art side (appeal x readability) separately from the gameplay (fantasy x readability).
What I want to say is that according to the properties of multiplication, we can say that the readability is a responsibility shared among art and design. Art takes care more about the appeal, while design more about the fantasy. These are my 2 cents on the general reasoning of the video. Watch it here:
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