###### tags: `hcp`
https://hackmd.io/@MKLzYDLARp2xAVEqa7JVzw/SJsKIGEmi
# Game Idea HCP (High Concept Pitch )
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## Elevator Pitch
Target customer type 18/24 year olds
who want(s) to customer need: competitive shooter/movement based speed run
product/feature/service : shooter core, feature movement
based competitive. A fast paced technical shooter.
Is a market category shooter
USP : Fast paced movement based. Adds a Different level of complexity over just aim and postitioning. In other fps's this adds a far more interesting level to the game as it then leads into things like (speedrun tec) where players start to think about the ways to move faster eg. b hopping in the source engine or slide cancels in COD, that kind of thing and it fuerther pushes out the skill gap of the game making it inherently more competitive.
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## Market
looking at analytics, the most popular types of games are shooters so there is clearly a market there for these types of games. Most of the most popular competitive games are again mostly shooters. It would also be best to have the game across most platforms that being the most popular place for games like this, eventhough mobile is the most popular, I would be hesitant as I would not say that it would work from a gameplay perspective.

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## Style
For the style of the game, I thought of something quite realistic but sci-fi as the movement would lend itself to that, your not just flying around like a fantasy. You would need to use the world space and the mechanics built into the game to build a flow of movement round the map. The best comparison would be something like Titanfall, just without the titans, as this would be a far more infantry based game. It would most likely be comprised of 3d models rather than 2d as I think that would probably give more potential to the way I want the game to work.

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## Game Mechanics
As I already described, with it being movement based, I wanted to have a lot of "unothodox" mechanics which I think can make a game significantly more fun, as it adds more skill to the game being able to correcty use mechanics. As I mentioned before, with B hopping in source games which means to repeatedly jump to build up movement, speed significantly out speed standard sprinting. Other mechanics would be things like reload cancelling, which is quite standard in most fps games. It consists of the player reloading the weapon but once the ammunition for the weapon has been inserted, you would sprint or quickly swap weapons to cancel the reload animation if done correctly, this will speed up the reload of the weapon. Its reload meaning you don't have to wait through the whole animation. I would not want game breaking bugs or anything like that, but rather a collaboration of strange mechanics from games that were developed from bugs in other games. An example of that would be in a game called Ultrakill, there is a lot of mechanics around parying that being to punch and incoming attack, to stop the attack and instead deal damage back, however players found out that if you fired a shot from your shotgun you could pary the bullets from your own gun creating an instant explosion where they would land. This was significantly stronger than just using your gun and became a main stay in peoples play style so the developer instead of patching it, kept it in the game as a feature. Things like that are the kind of mechanics that I would like to see in my game mechanics, that are not obviously told to the player, but are sort of discovered by accident.

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## USP and Maps
With interesting movement being a core selling point of the game, it would make sense that it is closely connected into the map design to take full advantage of that. For example, if I just took a map design from another game like COD or Halo with this kind of gameplay that I'm envisioning, it would not work as those games are far more grounded and don't really have much in the way of verticality that isn't accessed through stairs or ramps. My idea of maps more closely identifies with something like Titanfall. Once again, as it has these long winding walls giving you plenty of opportunity to use the wall running system and thus traverse the map better with higher skill players, not needing to touch the ground and instead use the walls to keep speed and traverse the layout of the map. This kind of smart map design would be something I would want to have at the forefront of the design with it being the main way to access the usp of the game and all the different gameplay gimics that would be involved.
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