Game Design Proposal and the Five Elements of Games
Write a proposal that writer image you are a game designer that the audience for CEO and teenager customers. The first the part question and solution is around a target to 7-16 years old teenager because most game company pay more attention to the more than 18 adult. Gave teenager a good game environment is very good and has meaning of education.
WRIT 305: Business Writing Fall 2019 Project 4 (Proposal) Description and Purpose This project will require you to write a general proposal in which you define a problem and propose a solution. While there are several kinds of proposals (internal, external, solicited, unsolicited, etc.), we will focus on the basic components of a proposal rather than a specific type. "Proposals" represent documents that essentially attempt to persuade a reader that (1) there is a problem that needs to be addressed, and (2) you have good suggestions regarding a course of action to solve this problem. Proposals are common in larger organizations where you need to put your ideas in writing, in scenarios where you need money/funding to start a business or project, in research labs / graduate programs, and in non-profits. Your audience must be convinced that there is a problem that needs to be addressed, and they need to be persuaded to take a risk (monetary / reputation / safety / impact on employees, customers, etc.) in implementing the ideas in your proposal. Most proposals will address issues of efficiency, technology, strategic planning, program development, customer satisfaction, or safety. Rhetorically, however, all proposals are similar in that they are persuasive documents. Guidelines Length/Format/Sources: The proposal should have at least 14-15 pages of content (Introduction, Main Sections/Subsections, Conclusion). This does not include the Executive Summary, Works Cited, or Appendix items. Double space the text. Continue to use the criteria for effective writing established in previous projects: Professional/formal language (clear, concise, reader-centered), business style citations, layered research, layered audience, page design, etc. The proposal will also include visual elements. The research for the project needs to address audience concerns and cover all the rhetorical angles (Logos, Pathos, Ethos). Make sure that your sources are credible (no Wikipedia). The project will contain the following: Title Page (no abstract required) Table of Contents Executive Summary (2 pages) Introduction (2-3 pages) At least 3 Main Sections (These sections will be determined by you and by the needs of the proposal. Each section will be approximately 2 pages and will have at least 2 subsections). o Integrate at least two visuals (These should appear in different sections of the proposal) Conclusion Works Cited page o Minimum of 20 sources (At least 10 from the library databases) Appendix (Make sure you have multiple appendix items) Project Due Dates Bring two copies of the paper for Draft Workshop October 23rd (Wednesday) Final project due October 25th (Friday) (One hard copy, one electronic)
GAME DESIGNER
Name
Course
EXECUTIVE SUMMARY
The Gamer is a gaming company located in the U.S. The company is seeking to develop a game that will help uplift its image to become a significant competitor in the game industry. As the game designer in the company, I have been tasked with the responsibility to develop a proposal for some of the things that can be included in the game that is likely to hit the market. To develop this proposal, I decided to focus on some of the problems/challenges that are experienced in the game industry. The document is a discussion of my proposal on some of the issues I identified and the solutions proposed to solve them.
The first part of the paper is an introduction that gives brief background information on the game industry and its needs. In this part of the paper, I also outlined the purpose of the proposal and why I feel it is essential that what I said needs to be put into consideration. To achieve the objectives, I described for the company, market research must be done to base the business plan if this proposal is accepted on factual arguments.
The other part of the paper is the problem section, where I outlined the issues I identified in the games. The problems, lack of game environment, and the lack of educational value on games are the main problems in gaming. The chapter is a discussion of these problems as a whole. I also discussed the elements that game designers consider while creating games and factors around them. There are no attempts to address the identified issues, and the chapter is an extensive discussion on the problems and how they affect gaming.
The other chapter is the solution, which is a discussion of some solutions that can be adapted by the company to solve the problems. After analysis the various solutions and factors to consider in their implementation, I propose that the company can develop a game that brings with it an environment of its own. The chapter extensively discusses the proposed solution and how it can be used to solve both the education and environmental issue. It also explains how the solution can be implemented.
The other chapter is a discussion of some of the benefits that the solution has on the business and the consumers. Both have their wants. The consumer wants a game that is interesting and provides them with a conducive playing environment. They also need a game that has educational value to them. The business has its own monetary needs and the creation of a high image in this industry. The chapter extensively discusses the benefits that the implementation of the solution will have on these stakeholders.
The final chapter is a conclusion of the whole paper, where I discussed the critical points identified. It also has a recommendation part where I made some recommendations on how the company can adapt this proposal and develop solutions in a business way to make more profits.
TABLE OF CONTENTS
Table of Contents TOC \o "1-3" \h \z \u EXECUTIVE SUMMARY PAGEREF _Toc23135051 \h 2TABLE OF CONTENTS PAGEREF _Toc23135052 \h 4INTRODUCTION PAGEREF _Toc23135053 \h 5Background PAGEREF _Toc23135054 \h 5Purpose PAGEREF _Toc23135055 \h 6Research Method PAGEREF _Toc23135056 \h 6Objectives PAGEREF _Toc23135057 \h 6LITERATURE REVIEW PAGEREF _Toc23135058 \h 7Statement of the problem PAGEREF _Toc23135059 \h 7Elements PAGEREF _Toc23135060 \h 7OPTIONS PAGEREF _Toc23135061 \h 10Actions PAGEREF _Toc23135062 \h 10Factors to consider PAGEREF _Toc23135063 \h 11BENEFITS PAGEREF _Toc23135064 \h 14Benefits to the Gamers PAGEREF _Toc23135065 \h 14Benefits to the Business PAGEREF _Toc23135066 \h 15CONCLUSION & RECOMMENDATIONS PAGEREF _Toc23135067 \h 16Conclusion PAGEREF _Toc23135068 \h 16Recommendation PAGEREF _Toc23135069 \h 17REFERENCES PAGEREF _Toc23135070 \h 18
INTRODUCTION
Background
Gaming has dramatically evolved over the years. Competition in the business has become very high with each passing day as new companies are established. New games are being created every day to satisfy the rather diverse market. The tastes and preferences are much evolving as the interest and appreciation of games are rising with it. It is a regular occurrence in today’s world to see a parent sacrifice so much to save money to get their son or daughter the latest game in the market. Games have become fascinating to people, especially those in their teenage years. The high demand for games has brought with it a lot of interest in the gaming industry. Competition has risen dramatically with new designs coming up. Technology has dramatically evolved around this field as game designers try to make each game created better than the one before. It has, therefore, made companies remain on their toes, making considerable investments in relevant areas that are targeted at making their games better and more fascinating than those of their competitors.
As a game designer in my company, The Gamer, I have to create a game that will give the company a more excellent competitive hand in the market. The proposal proposes research that to be conducted on people aged 7 – 16 years who are the most significant consumers of games in the market. Like any other business, the gaming industry also focuses on solving problems or issues that are identified in the market. Addressing issues is the best way to do business since it brings about something that will be readily acceptable to the market since they are waiting eagerly for something that will solve the problems that they are going through. The research will be conducted to identify a major challenge that is experienced in the market hence proposing a solution that will be used in games to be created by the company in the future.
Purpose
The Gamer is moving fast towards becoming a significant producer in the gaming industry. The goals of the company have placed it to have a high demand for great professionalism in the creation of games that will significantly attract the interest of the market. To create games that are readily accepted and liked by the target market of 7 – 16 years, it is essential to identify significant problems they experience and develop games targeted at solving those challenges (Fullerton, 2018). This document is an identification of a significant challenge that is experienced by people at this age and a proposed solution that can help solve the problem. It also suggests ways in which the company can create the answer in a way that will positively affect its business.
Research Method
The paper proposes research to determine the challenges and solutions to gaming. Data to be collected will try to identify significant problems in the market, and the desired solutions that were proposed by the participants in the research. For the analysis, gaming stations in malls in different areas can be visited where there will be interactions with lovers of games. A simple random sampling technique can be used to identify some of the participants for the research. The research will help understand the nature of games that are most liked, the problems they encounter while gaming, and what they would like to be included if a new game was to be created. The information collected from the research can be used to make arguments in this paper.
Objectives
The document is targeted at influencing the development of a game that will give the company an upper hand in the sale of games in the somewhat competitive industry. The document provides a significant problem that is encountered by gamers. It analyses solutions to the issues. It gives proposals of solutions that were suggested by the players interacted with during the research. As a game designer, my objective is to help the company develop a game that is going to sell in the market and at the same time, solve the problems that are encountered while gaming.
LITERATURE REVIEW
Statement of the problem
Lack of a right game environment and meaningful purpose for games to the education of players.
Gaming is a diverse field that is very competitive. However, rarely do game designers in their bid to create new games focus on the environment of the Gamer (Aliandrina, et al. 2018). Most games created by our company and other companies are influenced by five elements which include;
Elements
a) Space
The argument is that how a game looks and feels depends on how its space is designed. The case is valid since the nature of the area determines how real and catchy it is. A good game has an area that attracts attention and even at times, leaving the player addicted to it. A lot of creativity and technological development in the gaming field have been developed to address the issue of space; hence, it is no longer a key focus for a company that intends to thrive by solving a problem in games.
b) Component
A lot of diversification has been made in the elements that are in a game that one has to game with or against. The ingredients in the game greatly influence games since the ones who make the game enjoyable. With the current trends in the gaming industry, it is no longer a problem since there are diverse technologies and creations of gaming components.
c) Mechanics
The mechanics of gaming have also been greatly improved technologically. Actions in the games have been enhanced to make gaming more entertaining. The controls have also been enhanced to make gaming more exciting and simplifying (Muntean,.et al. 2019) Our company has also substantially made significant improvements in this field; hence, mechanics is not much of a problem to gamers.
d) Goals
Goals in a game are everything. They are the determinant of how impressive the game is. A balance between making the goals hard to achieve to be exciting and not so hard to achieve, making the game boring (Mariani, et al. 2016). In the research, I identified that players have no problem with the goals set in the various games they fancy. They are appreciative of the designs and the diversification of the goals. A lot can be improved in this field to make games more attractive; however, there are limited problems that I identified in the market.
e) Rules
The rules of the game are critical since they determine how the game is played. In the field, I recognized that the rules make the games more interesting. The rules on how the game should be played play a significant role on how exciting the game is (Boyer, et al. 2015). There were some problems that I identified in the states that the participants in the research proposed need to be solved.
The five elements are the greatest influencers in the creation of games. However, very little has been put to solve some of the challenges that are experienced in the field where the games are played. To make games enjoyable, they must be played in favorable environments. A game can be great, having looked into all the five elements listed above, but the place in which it is performed will determine just how much a person enjoys it. A conducive environment for a game is required. Various factors influence a pleasant gaming environment;
a. How does it look?
An artistic environment is excellent for game playing. It feels good to play games at a beautifully made place. Given the age of most gamers, 7 – 16, an artistic environment will go a long way towards influencing their interest in playing games. People in this age group have an eye for beautiful things; hence, the gaming environment can be created to reach the beauty that interests them, e.g., video backgrounds, some music, amongst other ways (Schell, 2019). Many gaming places and home games lack such artistic creations that make gaming interesting for gamers.
b. Where are the games played?
Gaming is a very involving art; hence, it needs to be in a place where a person is not disturbed. Some of the gaming stations are placed in very unconducive environments, e.g., in noisy malls. Other games, home games, require to be played on T.V. It makes it hard for the players to enjoy the game at home since most of the time they have to use the family T.V., which is not convenient at times.
c. Who to play with?
The most exciting games are those where a person gets to compete with another person. The environment should be made in a way that attracts many players, enhancing competition between the players hence making the whole gaming all the more enjoyable.
The gaming environment is essential to ...
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