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[In the end, this] People who can or cannot make a project.

book-image

Professional Game Planner - Textbook for the game making field

Roughly speaking

  1. Why are there people who can predict the project and people who can't?
  2. Beware of alliance intoxication, awareness, it will sell, it won't continue to improve, and there are no claims in society.
  3. Now that we are generally satisfied, we learn how to create plans from a game planner that is not a necessity for daily life.

People who can't guess the project get drunk on the alliance. The person who is guessed will think about the meaning of the partnership.

People who can't guess the project can get drunk with the brand. "We teamed up with XX" and somehow the customer gets caught up in the fact that it "doesn't matter." I call this the public relations goal.

The people who can be guessed are thoroughly researching the specific benefits of partnering to the client from all perspectives, from time, money, and desire for approval. It is not appropriate, but rather imagines concrete values.

People who cannot guess the project will underestimate user awareness. Those who can be guessed know that awareness is everything.

People who cannot guess the plan believe that users will know and use the service as they wish. However, users are not interested in the service at all.

People who can point out the project know that user awareness is everything, and they are researching how to create mixed opinions and become viral, and whether television wants to want to interview them every day.

People who can't guess the project will somehow sell. The flow of the people who are guessed can even describe how they will be used and sold.

Those who can't guess the plan are satisfied by aligning the elements. I have a sweet hope that they will use it for some reason. But that's not possible. When you stand on the user side, you can't remember how troublesome it is and not touching it as intended, or because it's a hassle to fill in the details, you don't do it.

Those who can guess the project can imagine concrete movements of their minds and even draw the flow of how they use it to raise motivation. In Slack, I was able to draw a detailed flow of when the emails were replied with emojis and when to send a DM.

People who can't guess the project are not willing to continue to improve. Those who get it know that tenacious improvements will lead to victory.

People who can't guess the plan will give up because "if the elements are all in one place," they will probably sell, and neglect to continue improving after that.

Those who can guess the plan will continue to measure or improve the results of the service, and continue to measure and reach the standard value that will sell. And in the end they finally grabbed victory.

People who can't guess the plan have no claims they want to bring to society. Those who can be guessed have claims that they would like to express to society.

People who cannot guess a project simply have no assertions about what they want to say in their own project, and users cannot accept it.

Those who can be chosen for the project are dissatisfied with society, and the projects they produce are in a positive way with the current trends in society. For example, there is something that is deliberate about being exposed to taboos, an anti-trend, and is not afraid to be criticized by revealing the project. Bring up topics that are likely to cause mixed opinions. As a result, it will buzz and can withstand buzz.

It's probably pretty good, but learning from a game planner is the best way to find out a plan in an era.

In a boring and generally fulfilling, it is really difficult to create necessities of everyday life. . No one would have imagined that digital cameras from a long time ago would have come back to the point of feeling the emotion they had.

In other words, in this day and age, there are many projects that create needs, not essential items. In short, it's a game.

Games create fun from the point where there is no demand for them, and create the goals of the game itself to create needs. The most difficult planning skills are required.

Of course, game planners can create more useful games in mature genres such as RPGs, but basically, game planners create new surprises and fun and create needs.

Therefore, I believe that the best way to learn the job of a game planner is for current planning staff.

The book below introduces all the work of a game planner, but it is filled with excellent descriptions, particularly the chapters on planning and operation after the service has been released.

How to "why do we deliberately get this game", what is the problem of society that is working on, how can we get through it by getting people to understand their plans, or how to run it and continue to operate it below, and to continue to guess," is an essential skill not only in games, but in any service.

I would like you to try a book about making games by shifting your perspective, rather than just a regular planned or idea book.

book-image

Professional Game Planner - Textbook for the game making field