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Deciding Company Names

Wednesday, October 8th, 2008

Today we decided to get our thinking hats on. Myself (Alan), Tom and Simon clubbed together to start thinking about a concept and theme for the company name of the group. After many hours googling, using the thesaurus and generally having a good old think we still don’t have a final name, but we’ve made great progress and this process has enabled us to move on leaving old ideas/themes behind.

Initially we started “brain storming”, we decided to throw some keywords in to the equation. We began to think what our idea was about, who our audience were and tried to keep most of the keyword themes predominantly focused around our niche target audience and market place.

Keywords

After our initial brain storming session this is a selection of the best keywords that describe our company:

  • Retro
  • Modern
  • Hub
  • Router
  • Art
  • Cool
  • Digital
  • Interactive
  • Shoot
  • Wireless
  • Black
  • Hex
  • Hexalogic
  • Social
  • Heckling
  • Remote
  • CMYKOGW
  • Interaction
  • Free
  • Entertainment
  • Design
  • Technologies
  • FMS
  • Engine
  • Web
  • Network
  • Social
  • Interaction
  • Sociable

 

This set a great foundation for us to expand on, we had nailed down our markets, technology and the niche aspects of our company. With these fresh in our mind we decided to focus our thoughts on a more business like theme.

Going down the corporate route..

To start off with we decided to think of some corporate names and came up with the following:

  • Central Entertainment Systems
  • SGC Social Gaming Core
  • Social Entertainment Systems
  • Pigeonhole Interactive
  • DRN Digital Retro Networking
  • WRGS Wireless Retro Gaming Systems
  • SoDoWi
  • SoNetSystems = Social Networking Systems

 

Some of these we were really impressed with and could see potential, but we decided to also look into more web 2.0 business names. Sticking with our theme of Retro gaming we focused more on this as the basis for the brand name, something to be recognised for, a house name for 21st century retro gaming.

Web 2.0 / Retro inspired names

To get the ball rolling we tried a combination of relevant phrases together:

  • Retro Liberation
  • RDH Retro Design House
  • RDG Retro Design Group
  • Retro Entity
  • Retro Touch
  • Retro View
  • Retro Vibes
  • Retro Expo
  • Ready Retro
  • Retro Polish
  • Retouch
  • Retrocast
  • Retrofling
  • RAGS Retro Associate Gaming Systems
  • Retro Entertainment Platforms
  • Retro Gaming Corp
  • Retrospective
  • Retroband
  • Retrostate

 

With a few more hours dedication we should decided on a successful brand to umbrella all of our skill sets under. Look out here comes the 21st century modern retro gaming…. if that even makes sense :)

What makes an intuitive and addictive game?

Monday, October 6th, 2008

Creating any successful game there are a number of core elements which combine to make an exciting and engaging experience.

Some of the game play mechanics we have considered are:

  • Initial instructions/tasks/goals will be set from the outset.
  • Rules/game play and challenges should be designed in an intuitive way making it understandable to any user.
  • The game must provide a compelling compulsive frenzy to drive the player forward creating an addictive environment in which the user is left wanting more. The addictive element “the buzz” will also form a part of the promotion of the game causing the user to “tell a friend”.
  • The game play must be challenging for both a beginner player as well as a returning expert, creating an addictive game that produces a feel good factor and gives the user a rewarding experience.
  • The game narrative should be in a linear form enabling the user to understand the mechanics of how the game works. Content will be delivered over time in lumps thought a linear narrative.
  • By providing a series or structures of rewards the user will become familiar with the game mechanics pushing not only the aim of the game but encouraging the user to continue to achieve more rewards.
  • Controls need to be simple and easily understood. For beginners the basic yet essential controls will be available, for returning or more experienced users expert moves can be achieved, however they are not required for basic game play. For example: the up arrow moves forward, however a double tap could achieve a faster more effective result.
  • Logic and intent; implies that physical laws have been embedded in the game creating a sense of reality and familiarity.
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