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1036571 Posts in 41847 Topics- by 33468 Members - Latest Member: thrash

August 27, 2014, 01:08:25 PM
TIGSource ForumsDeveloperBusinessWhat is your elevator pitch?
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Author Topic: What is your elevator pitch?  (Read 5618 times)
Evan Balster
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« Reply #60 on: January 24, 2013, 07:30:03 PM »

My game is a multi-directional space shooter in which you use the hulls of your defeated enemies as your only armor and weaponry.

I'd say "360 degree" rather than multidirectional.



...I should probably get around to writing my game pitch in here.  :I
« Last Edit: January 24, 2013, 10:42:03 PM by Evan Balster » Logged

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TheLastBanana
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« Reply #61 on: January 24, 2013, 09:44:45 PM »

Fair enough. I had to look up what exactly the genre was called, because I wasn't entirely sure (and apparently still am not Cheesy). Any particular reason you'd choose "360 degree" over "multidirectional?"
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Evan Balster
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« Reply #62 on: January 24, 2013, 10:42:56 PM »

Slightly fewer syllables (maybe) and slightly clearer than "multi-directional" which creates a sort of ambiguity as to whether the game is 2D or 3D.
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TheLastBanana
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« Reply #63 on: January 25, 2013, 10:00:47 AM »

Ah, gotcha. Good point, thanks. I'll keep that in mind when I actually start passing around my pitch.
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Richard Kain
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« Reply #64 on: January 25, 2013, 02:31:02 PM »

The "lingo" for what you're describing is a "dual-stick shooter."  "360 degree" would be a good term to use for anyone not familiar with video game tropes.

Also, how exactly would the player destroy their first enemy if all of their offensive and defensive capabilities are derived from defeated enemies? It's not a bad idea, and there is plenty of back-and-forth balancing you could play around with. But it does still have a logical inconsistency. You could cook up a mechanic to overcome this, but it might be necessary to spell it out in your pitch.
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TheLastBanana
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« Reply #65 on: January 25, 2013, 03:28:38 PM »

I would normally call it a dual-stick or twin-stick shooter, but you actually only use one stick to move (left and right to rotate, up and down to go forward/backward), like in Asteroids. You can see where this gets confusing, haha.

If you click the link in my signature, you can actually see how I solve the no-attachments issue. Wink
The short of it is, you always start with one enemy attached. If you run out of attachments, you can always ram into something to grab it (at the expense of a few life points). I could explain that in the pitch, but it seems a little complex to convey in a short pitch — plus, I imagine that, left unexplained, that's the kind of question that might actually lead somebody to try the game out for curiousity's sake.

Thanks for your feedback, everyone! I appreciate it.
« Last Edit: January 25, 2013, 03:35:12 PM by TheLastBanana » Logged

Graham-
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« Reply #66 on: February 03, 2013, 06:29:30 AM »

top-down space shooter. ?
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« Reply #67 on: February 04, 2013, 10:52:25 PM »

Yeah, I've been using that on occasion, too. Still, most shoot-'em-ups would fall under the category of top-down, including scrolling ones... It's a tricky wording problem! I think I'll just have to hope that the rest of the description speaks for the game, and that people aren't too picky about rotating versus scrolling arcade shooters.
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« Reply #68 on: February 05, 2013, 10:45:21 AM »

well, "multi-directional" doesn't mean much to me.

Say top-down, then say the things that make it unique. It's no good to get a shorter description if it is confusing.

If you're looking for a hook, then consider "top-down" to be a detail. Make a choice about the most important element of your game and communicate that well. Hooks aren't supposed to communicate everything. They are meant to communicate the most important things, to create interest, so _then_ you can provide supporting details.

I see this mistake a lot with indies. They try to say everything all at once. It is more important to say one thing clearly, than two things unclearly. ... The hard part is choosing which of the two things you want to say. Pitches are about selecting (and communicating), not squeezing.
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JigxorAndy
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« Reply #69 on: February 09, 2013, 05:33:13 AM »

So coming up with this elevator pitch helped out when I needed to write down "Description of Game" for a website.
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Evan Balster
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« Reply #70 on: February 09, 2013, 07:07:54 PM »

“Wreath is a slow-paced game of storytelling and self-exploration set in another world.  You may freely walk, climb and think your way through places real and imagined as you help Suri come to terms with his past and confront the crises of the present.”

[an ambitious project I'm a little too secretive about]
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« Reply #71 on: February 10, 2013, 12:04:13 AM »

The "lingo" for what you're describing is a "dual-stick shooter."  "360 degree" would be a good term to use for anyone not familiar with video game tropes.
Well, uh... what's a dual-stick shooter? I've never played a game using anything but a keyboard and a mouse, so I kinda don't know what you're talking about Smiley

Of course I could read up on it, but my point is I don't that's the best choice for "lingo"... I dunno, maybe it's a cultural thing? Consoles or gamepads aren't really that popular in my country.

I'm familiar with "space shooters", "top-down shooters", "bullet-hell shooters"...

Liosan
« Last Edit: February 10, 2013, 12:18:26 AM by Liosan » Logged

tmblum
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« Reply #72 on: February 12, 2013, 03:04:51 PM »

I recommend having different elevator pitches for different audiences. Obviously, a pitch to investors could be more skewed to monetization; however, a pitch to a gamer may be more focused on why the title is better that those that currently exist in the market.

Consider what you want the audience to take away from the pitch. Is the action a follow-up meeting or a game download.

I'd also suggest visiting:  http://www.alumni.hbs.edu/careers/pitch/
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lolo
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« Reply #73 on: February 27, 2013, 09:42:19 AM »

Wow that's a tough one because the game was grown, not designed.

I settle for "Arcade-RTS where you sweat off your thumbs and your brain trying to contain the mutated that's about to chomp on your broken shuttle and mutate your crop"
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TheLastBanana
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« Reply #74 on: February 27, 2013, 04:39:02 PM »

I see this mistake a lot with indies. They try to say everything all at once. It is more important to say one thing clearly, than two things unclearly. ... The hard part is choosing which of the two things you want to say. Pitches are about selecting (and communicating), not squeezing.
Sorry I took so long to respond to this; I hadn't noticed you'd responded!
This is a very good point. I don't think the top-down part is really a selling point of the game — I was just trying to convey a sense of the game's mechanics. Maybe that isn't even necessary in an elevator pitch, though. The focus should definitely be on the core mechanic (picking up and using deactivated enemies as your weapons and armour), which could probably be applied to just about any type of game anyway.
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