Making a Game Part 3: Competitive Analysis Company

(To be honest, I don’t really know the other of the parts of making a game, it’s just in some random order that I did).

During our previous Module, we learned about how to set up a business, including writing a Company Prospectus (that was tough), and one of the things included in it is not just simply a competitive analysis of other games, but a competitive analysis of another company.

If I were to do a comparative analysis of another company for this game, I’d probably go for Simogo. Simogo is a two person outfit composed of Simon Flesser (Sim) and Gordon Magnus “Gordon” Gardebäck (Go), while O is for “och” which is the Swedish word for “and”.

It just amazes me how a small team can create things that are so beautiful and out of the box. It also gives me hope, in a way, that maybe I can to (at least try).

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Making a Game Part 2: Prototyping

Actually, I’m not really sure if this is the second step. But since I’m trained by sleepless, adrenaline-rushed game jams, ( I think) I work relatively quickly. I also like actually creating things, instead of keep writing them down on paper. I mean, you never really know if an idea works until you actually coded it, and then play test.

And since Unity is so convenient, its very easy to flesh out ideas really quickly.

So, I have a few ideas of what the game could be, but before I decide on one, I kinda want to try out different things first.

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Making a Game Part 1 Iteration 3: The Gamey Bits

The third iteration will focus on gameplay, core mechanics, interactivity and controls, also known as the gamey bits.

Most of the games that I referenced actually have little to no gameplay. “Actual Sunlight” even wrote in their description that gameplay is minimal and players should consider what their reaction to a book, film or piece of music in a similar vein might be.

But I am doing a game degree, so I think my lecturer would appreciate actual gamey bits in my so-called game.

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Making a Game Part 1 Iteration 1ab: Exploring Narrative and Story Telling

The Process of Design is an iterative process. And I think I will iterate a couple of times to fill in more details about the game that I am making.

When I went through the process the first time, I was able to get a clearer idea of what I want to make- something similar to “That Dragon, Cancer”, “Dear Esther” and “The Sailor’s Dream”. And I learned about the term “empathy game”, as well as learned more about how games like “Dear Esther” explore narrative.

The first iteration will focus on the story or the topic that I’d like to explore, which is about depression and mental health awareness.

The second iteration will focus more on the art style and how I can present the game.

The third iteration will focus on game play, core mechanics, interactivity and controls.

The fourth iteration will focus on sound.

And hopefully, by the fifth iteration, I will have an even clearer idea of what I want to do. Also come up with Product Overview and the core features of the product, from User Interface, Interaction & Mechanics, Controls, Narratives & Levels, aesthetic styling, technology & AI.

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