USP & Lenses Of Ideation

Here I find the USP of the game, and put that and the pitch through the Lenses Of Ideation.


The Pitch –

“Stranded in a dark and dangerous place where things are always moving, you must explore an open environment and find the pieces to fix your ship. But be careful what you touch, as one wrong move could turn the world upside down…literally.”

The USP (Unique Selling Point) –

The unique selling point of this game is the main mechanic; any object the player interacts with can have a massive effect on the environment around them. Touching a specific plant for example could cause a massive tree to erupt from the ground, which the player could use to climb closer to their objective. On the other hand touching another plant could open a wormhole that sends the player tumbling into the darkness. The player will have to be extremely careful interacting with the environment around them and will need to learn which objects can potentially help them, and which can hinder them.


The Lenses of Ideation –

What aspects of my game will capture the interest of a player immediately?

  • The main mechanic is unique and meant to grab the attention of the player, as well as the dark and mysterious environment around them and the fact they must use a torch to see, which adds to the atmosphere. There are also creatures and other things roaming around, so these are also meant to grab the player.

Does my game let the player see or do something that they have never seen or done before?

  • As far as I am aware the main mechanic of the game has never been done before, so yes.

What base instincts does my game appeal to? Can it appeal to more of them?

  • Survival and curiosity are the main instincts the game appeals to. The player must survive the planet and escape, but there are also some very interesting things on the planet that the player might be curious about and want to explore further. The game is mainly an exploratory one, so running around seeing the things the planet has to offer is encouraged.
    The game could appeal to more instincts such as fear, as the player will be exploring in semi-darkness. However this isn’t the main focus of the game, as it is more of an exploration than a horror.

What higher instincts does my game appeal to? Can it appeal to more of those?

  • Intuition is one higher instinct the game appeals heavily to. Some objects in the game will help the player and others will hinder them so it is imperative for the player to be intuitive about them in order to survive.

Does dramatic change and anticipation of dramatic change happen in my game? How can it be more dramatic?

  • Yes, this does occur in the game mainly through the main mechanic. Depending on what the player interacts with there can be incredibly dramatic change to the environment around them. Anticipation of this will also occur, as the player will need to be apprehensive about what they interact with for fear of massively affecting themselves and the environment.
    The details of what exactly will happen and when haven’t been figured out yet, but I think it can always be more dramatic. For example, thunderstorms could be a frequent occurence in the game as they are usually indicative that something dramatic is happening.

What elements make up my game? How can each one be more beautiful?

  • The game has many elements that make it up; the planet, the player, the ship. Each one  could be very beautiful, particularly the planet. Successful games usually have nice looking environments that the player can enjoy, so it is imperative that the environment in this game be good to look at as well. The fact that it is a planet makes it easier, as the game environment is not restrained by having to look like Earth, and can be “out there” and beautiful in its own way. The player and the player’s ship (the crashed one) can also be designed in such a way that they can be beautiful too.

Some things are not beautiful in themselves, but are beautiful in combination. How can the elements of my game be composed in a way that is poetic and beautiful?

  • The planet will be the main element of the game, and there are many elements within that (the plants, animals, colour of the sky etc.) when combined that can be very beautiful and poetic. Another example could be the player’s crashed ship, and that combined with the environment it has crashed into could make for a very beautiful looking “ruin” of sorts. The game definitely has the potential to be poetic and beautiful.

What does beauty mean within the context of the game?

  • Beauty in the game will mainly revolve around the planet (environment around the player) as it will be the main visual event for the player to experience, and so contextually beauty will be seen as the player explores the planet and experiences what it has to offer.

What is there in my game that players can relate to? What else can I add?

  • The main thing that players can relate to ingame is the protagonist. He is stranded on a potentially hostile alien planet and has to survive in order to escape. Players can feel sympathy for him as they help him collect the pieces to repair his ship and escape. Something else that could potentially be added could be maybe making the protagonist human, as players could relate to that much more.

What is there in my game that will capture a player’s imagination? What else can I add?

  • The planet is in semi-darkness, so although the player will be able to see some things and witness some parts of the planet, there will be background noises and events that will be left to the player’s imagination to decipher. For example maybe they hear a distant roar, and although they never see what made it their imaginations will be captured by that and will paint a mental picture of the creature that could have made the noise. A lot will be left up to the imagination in this game, as this adds to the mystery.

Are there places in the game that players have always wanted to visit?

  • Humanity as a whole has always had an ambition to visit alien planets one day, so this game lets the player do that by letting them experience another world for themselves. So yes, there are places in this game that players have always wanted to visit.

Does the player get to be a character they could imagine themselves to be?

  • The protagonist is a captain of a starship, so players could most certainly imagine themselves to be that. Spacecraft are evolving everyday in the modern world, so it is plausable that one day the player could be something along the lines of what the protagonist is in the game.

Are there other characters in the game that the players would be interested to meet (or to spy on)?

  • There are creatures that roam around in the darkness of the planet. Some are passive, others are not so the player would most likely be interested to meet some of them. The game’s primary focus is exploration, so meeting creatures is encouraged but the player must be careful which ones they interact with.
    Spying on the creatures could prove useful to the player if the creature leads them somewhere interesting for example, so yes there are characters that the player might be interested in finding.

Do players get to do things that they would like to do in real life, but can’t?

  • Yes. Many people around the world would love to explore an alien planet, and players are given a chance to do just that in this game. Since currently in the modern world there are no spacecraft or missions heading to other planets with humans on board, players can do things in this game that they cannot do in real life.

Is there an activity in the game that once the player starts doing, it is hard to stop?

  • The main thing to do in the game is explore and find the pieces to fix their ship, and hopefully the planet will be appealing enough to the player that they will want to explore it more and more, so it will be hard to stop as player curiosity will intrigue them.