When I was working at Backbone, our creative director wanted everyone to present different ideas and concepts. Things that would push our game design knowledge while improving our public speaking. While going through some archives, I came across a presentation I had done. There are slides and the accompanying speech. I think the concepts still apply today.
From the end of the speech.
Key take aways
- Make sure you have designed your game for all levels of engagement. If you skew to heavily in one area, you will find your game is more niche than desired.
- Keeping all levels of engagement in mind ensures you have a product that caters to a wider audience. This should be a goal for all designers.
- Keep your concepts simple, your controls tight and easy to use, and make it easy for player to find and share a deeper knowledge of the game.