Vision & Pillars
Re-engaging
No two sessions the same
Seemingly infinite replayability
Great built-in social mechanics
One more match (aka: Sid Meier’s “one more turn”)
Post-game social incentives: stats, chat, emotes, lobby, best play of the game, rematch options, “play again with” options, rewards
Approachable
Easy to learn, Difficult to master
Low cognitive and skill demand
Example: Control Points (always a feeling of contesting and contributing to an objective)
Great readability with clear mechanics and the ability to easily assess the situation
Low Barrier to Entry to Play, i.e. LoL ARAM mode
Low requirements to perform
Lighthearted
Thematically aligned with Sparkadia’s values: Optimism, Creativity, Empowerment, Okay to Fail (often hilariously)
Fun, tongue in cheek, yet heroic and action-based, i.e. Super Smash Bros
Each hero doesn't need to be for everyone, but every hero must be for someone
Silliness and alternative approaches to tropes
Chef Girl using her sword with chopping techniques, not to cut heads off
Loony Tunes - Wile E. Coyote using dynamite and traps without death
The first time you see abilities should make you smile and laugh
Putting a real life object as a projectile - Snooker shooting a ball with physics bouncing on walls, or throwing a bar stool at enemies
Memorable
Distinct and charismatic characters
More player interactive abilities
Not just about pressing Q, but instead holding the button to charge up and release to unleash, and even having a follow-up click for a final strike.
Consistent opportunities to showcase player personalities, i.e Overwatch ultimates/Reaper team kills.
Engaging gameplay moments that lead to fond player memories
Comeback moments that can change the course of the game
Characters don't need to be for everyone, but every character must be for someone
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