SERVICE SUMMARY
DEEP ANALYSIS:
VISION & GAMEPLAY
This is Marie’s Deconstruction for all games that want to strengthen their identity and increase their chances to be well-received by gamers. It examines all part of a game’s design – from the high level vision to the core gameplay to the compulsion loops. The goal with the deconstruction is equal part to assess how the game is likely to perform on release, but also to unveil improvements that help it perform better whilst striving to fulfill its creative goals and vision. A lot of focus is spent on the target audience, and what mechanics cater to them, with rich comparison and inspiration from other games. Finally, the analysis dives into factor’s that increases the game’s stickiness and strengthens retention, such as social features, compulsion loops, difficulty progression, onboarding and player learning. The result of the analysis is then concluded in a report that gets presented over a video call, concluding top improvement areas and opportunities that can enhance the game before launch.
GOALS
This deconstruction aims to:
Sharpen game identity
Tighten the gameplay
Improve stickiness
Increase retention
Make the game more enjoyable
Strengthen system design
Boost appeal to target audience
ASPECTS IMPROVED
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High level vision and pillars
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USP's, market fit and differentiation
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Target audience and player motivations
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Innovation & complexity
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Core gameplay challenges and depth
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Gameplay difficulty progression
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Compulsion loops, structures and flows
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Pacing, beats, frequencies and intensity
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Retention - strength & how long it will last
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Monetization model & player value offering
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System design
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Tone, emotion & immersion
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Social glue & replayability
PROCESS
Click any step below to read more about Marie’s deconstruction process:
Marie hears about the game and it’s premises and uses her questionnaire to ask questions to the team.
Marie reads vision decks and relevant design documents and roadma.ps
Marie plays your game thoroughly, records screenshots and sequences for analysis, comparison and demonstration.
Marie starts sorting her notes and mapping your game out on her matrices to get it all “on the board”, divided by feature area.
She starts logically and emotionally map out how well the features are connected using her famous models. She paints synergies that exist and marks those that are lacking to make it all come together in the best way possible.
Marie plays competitors, watches streams, reads wiki’s and otherwise compares their features. to yours
Marie starts working with the information on your game, other games and her own knowledge and creativity to see where your game lacks, but also what opportunities it has and how it can excel further than its opponents.
Marie uses her talent and trained ability to make connections in her head between all information about your game, comparison, but also all other games she has played.
She projects in her head what your game will be on its current trajectory.
She channels her inner gamer and empathizes how she would feel about that game – her expectations, needs, wishes and how they would be fulfilled.
Marie starts seeing areas your game would lack and connects her former gamer experiences to identify ways it can improve the player experience in these areas.
She also looks at areas that are satisfactory and up to market standard to find ways it can excel further than its opponents.
She finally looks at your core game vision and ambition to come up with additional or alternative features that the team might not have thought of that could lift the whole experience.
Marie concludes all her thoughts in a final summary:
– How well features stack up versus opponents
– How features can be improved even further
– How well the features are connected
– Points out features that are not adding to the experience and instead diluting the game’s cohesion and soul
– What else could be added to lift the experience
She then summarizes her conclusions and recommendations:
– Ranks areas in need of most improvement and what they need
– Must-haves, should-have’s and opportunities to consider for launch
– Recommended action plan that plot the game’s path forward
Marie presents the report to the team live before handing it over.
Marie is available to bounce thoughts and suggestions with the team as they digest the report. She assists them in making their plan forward.
TESTIMONIALS
"Leaves nothing to chance"
"Brought new perspectives"
"Highlighted ways to greatly improve the game"
The input from Marie has been very helpful, and has highlighted ways to greatly improve the game when continuing the development. Her feedback has been concrete and clear, and overall easy to act upon. I highly recommend Marie to anyone looking to improve the design of their game!"
"Understands the players"
SERVICES OFFERED
Analysis of a mobile or indie scope game
This service includes:
- Video briefing discussing your game
- Playtest if available
- Thorough analysis of the game vision and gameplay of your game (as per above)
- 10+ page analysis with findings & best possible improvements
- Conclusions on biggest need & suggested priority list
- Presented in a video call
- Optional group discussion afterwards
- Delivery time: 4 days
€1500
(excl VAT)
Analysis of an triple-I scope game
This service includes:
- Video briefing discussing your game
- Playtest if available
- Thorough analysis of the game vision and gameplay of your game (as per above)
- 15 page analysis with findings & best possible improvements
- Conclusions on biggest need & suggested priority list
- Presented in a video call
- Optional group discussion afterwards
- Delivery time: 10 days
€2500
(excl VAT)
Analysis of an AAA scope game
This service includes:
- Video briefing discussing your game
- Playtest if available
- Thorough analysis of the game vision and gameplay of your game (as per above)
- 20 page analysis with findings & possible improvements
- Conclusions on biggest need & suggested priority list
- Presented in a video call
- Optional group discussion afterwards
- Delivery time: 2 weeks
€3500
(excl VAT)