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3. Game Overview

Answer from a high-level perspective: "What is this game? Why build it? What are the goals?"

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3. Game Overview

Answer from a high-level perspective: "What is this game? Why build it? What are the goals?"

3.1 Game Concept

  • High-level Pitch: (Elevator pitch within 2–3 sentences)
  • Core Fantasy: (The core immersive experience/fantasy)
  • Core Loop Summary: (One-sentence summary of the core loop)
  • Differentiation vs Competitors: (Key differentiators against competitors)

3.2 Product Positioning

  • Target Platforms: (iOS / Android / PC / Console, etc.)
  • Market Segment: (Genre and sub-genre, e.g., Hyper-casual, Anime Open World, MOBA)
  • Monetization Model: (F2P / B2P / Subscription / Hybrid)
  • Online / Offline: (Connectivity requirements: Always Online / Asynchronous / Offline)

3.3 Feature Set

List the 5–10 core features most perceptible to players.

  • Core Features:
  • Supporting Features: (Social, Leaderboards, Events, etc.)
  • Nice-to-have Features: (Optional features, prioritized)

3.4 Genre & Inspirations

  • Primary Genre:
  • Sub-genres: (Hybrid mechanics or sub-genres)
  • Reference Titles: (Benchmark games: Voodoo, Tencent, miHoYo titles, etc.)
  • Reference Breakdown: (Specific elements borrowed: Numerical structure, Pacing, Economy, UI, etc.)

3.5 Target Audience

  • Demographics: (Age / Region / Gender / Device)
  • Psychographics: (Motivations: Collection, Competition, Social, Expression, Relaxation)
  • Player Segmentation: (Personas for Light / Mid / Hardcore, Paid vs Free users)
  • Accessibility Considerations: (Accessibility and low-barrier design)

3.6 High-Level Game Flow

Describe the user path from Install → Onboarding → Daily Play → Long-term Retention.

  • Entry Flow: (Path from installation to first game entry)
  • Onboarding & First Session: (Tutorial and first session experience)
  • Mid-term Loop: (Daily / Weekly loops)
  • Long-term Progression: (Long-term growth and goals)

3.7 Look and Feel

  • Visual Style Keywords:
  • Audio & Music Direction:
  • Emotional Goals: (Desired player emotions: Tension, Healing, Exhilaration, etc.)
  • Brand Tone: (Serious, Humorous, Youthful, Professional, etc.)

3.8 Project Scope Overview

  • Content Volume Summary:
    • Number of Locations:
    • Number of Levels:
    • Number of NPCs:
    • Number of Weapons / Items:
  • LiveOps Expectation: (Long-term operation plans, event frequency)
  • Localization Scope: (Target languages and regions)

3.9 Success Metrics

Define data goals during the concept phase to guide design and iteration, based on industry best practices.

  • Acquisition Metrics: (CPI / CTR, if applicable)
  • Engagement Metrics: (Retention D1 / D7 / D30, Session Length)
  • Monetization Metrics: (ARPDAU / ARPPU / Conversion Rate)
  • Quality Metrics: (Ratings, Bug Rate, Crash Rate, Lag)
  • High-level Targets by Milestone: (Targets for Alpha vs Beta vs Launch)

3.10 Design Philosophy

Define the core design philosophy driving the experience (e.g., "Dopamine Concentration" for fast-paced games, or "Experience Purification" for slow-paced strategy/narrative games).

  • Core Philosophy:
  • Key Design Pillars:
  • Experience Goals: (Specific feelings we want players to have)

3.11 Behavioral Design (3B Model)

Use the 3B Framework (Behavior, Barriers, Benefits) to define key user behaviors, especially for D7-D30 retention.

  • Target Behaviors: (What do we want users to do?)
  • Barriers: (What stops them?)
  • Benefits: (How do we incentivize them?)
  • 7-Day User Behavior Table: (Day-by-day plan for the first week's experience)

3.12 Habit Formation Model (Genre Specific)

Applicable for serious games, educational apps, or gamified tools.

  • Pedagogical/Behavioral Objectives: (What habits or skills are being taught?)
  • Trigger Mechanisms: (External and internal triggers)
  • Action & Variable Reward: (Core habit loop)

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