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How to find a game idea with a hook

Shared by Caddie Library · Updated
Chapters show their main points
Chapter 21 of 26 · Why people play games
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1. Finding Product-Market Fit
Test for real customer pull earlyPick a narrow niche to start inLaunch a simple first version fastLearn from users and customersRead early signs of product-market fit
2. Onboarding and Activation
Structure onboarding as a storyAsk and use onboarding questionsGet users to the aha moment fastDecide how long onboarding should beBuild quiz funnels for paid traffic
3. Paywalls and Pricing
When to choose a hard paywall over freemiumDesign a paywall that convertsPrice annual and monthly plansSet, raise and localize pricesRun free trials and free tastes
4. Business Models and Revenue
Structure subscription tiersKeep a free tier that pays offCharge for usage and AI creditsPair hardware with a subscriptionAdd ads, affiliates and partners
5. Retention and Engagement
Measure retention honestlyBuild habit loops that bring users backUse notifications and lifecycle messagesReduce churn and handle cancellationsBuild social loops and community
6. Brand and Positioning
Position against bigger incumbentsName and describe your productEarn trust in high-stakes categoriesBorrow credibility from celebrities and experts
7. Organic Content and Creators
Find, vet and recruit creatorsPay creators fairly and safelyBrief and manage creatorsFind and copy viral formatsScale one format across many accountsRank in AI search and SEO
8. Paid, App Store and Viral Growth
Make ads that convertTurn organic winners into paid adsStructure and scale Meta campaignsTell if paid acquisition is profitableWin in the App StoreBuild viral and referral loops
9. Experimentation and Analytics
Run trustworthy experimentsJudge test results correctlyRun more experiments fasterWhat metrics to track and how to define them
10. Building AI Products
Build for the models of tomorrowDesign AI interfaces beyond chatDesign AI agents people can trustMeasure AI quality with evalsControl AI costs and pricingBuild products with AI coding tools
11. Teams, Hiring and Funding
Hire people who thrive on ambiguityOrganize small product teamsRun exploratory bets and kill themWork as a team with AI agentsWhen to raise money or sell your company
12. Founder Principles
Pick a mission worth building a company aroundWhy to trust your own judgment over the consensusTurn failure and setbacks into the next stepLearn from rivals and copy what works
13. Choosing Where to Compete
Make low cost your competitive advantageCreate a market instead of fighting for shareWhy scarcity and brand can beat volumeBuild an advantage that feeds itselfAttack a bigger rival where it cannot followWhen to stay focused on the core business
14. Building and Leading the Company
Hire great people and give them roomAlign pay and ownership with the missionKeep your culture and standards as you growBuild candor and fast decision-makingWhy leaders must stay close to the work and customersChoose and prepare a successor
15. Capital and Deals
Fund growth without losing controlAcquire companies and keep what makes them workWhat to do with cash: reinvest, buy back or holdWhy to keep a cash cushion and avoid heavy debtStructure ownership to protect your missionNegotiate deals that keep your leverage
16. Finding Ideas and Thinking
How to find ideas worth writing aboutWhy writing is how you find out what you thinkHow to research so the writing carries feelingHow to read like a writer
17. Structure and Argument
How to open so readers keep goingHow to find the shape before you draftHow to keep readers curious with questions and cluesHow to argue without preachingHow to end so the last page lingers
18. Clear Sentences and Voice
How to write plainly for a reader who knows nothingHow to choose specific details over generic onesHow to sound like yourself on the pageHow to shape rhythm and phrases people remember
19. Characters and Storytelling
How to build characters readers care aboutWhat makes a scene move: want, obstacle and changeHow to write dialogue that sounds real but stays shortHow to make readers feel without telling themHow to turn information into a story
20. Revising, Habits and Readers
How to cut and rewrite your own draftHow to get feedback you can useHow to build a writing routine that lastsHow to get unstuck when a draft stallsHow to use AI without losing your voiceHow to write for one specific reader
21. Why people play games
How to design around the feeling you wantHow to find a game idea with a hookHow to decide who your game is forWhy rewards and motivation need careful designHow to use mystery and curiosity to pull players on
22. Core mechanics and loops
How to build a game around one core verbHow to give each mechanic several jobsHow to add depth with holds, timing and chainsHow to use feedback loops to keep games balancedHow to use randomness without frustrating playersHow to make synergies feel powerful and earned
23. Challenge, difficulty and feel
How to make hard games feel fairHow to tune difficulty with many leversHow to offer assists without breaking your intentHow to make death and retries painlessHow to make movement and controls feel goodHow to add camera and juice that sell impact
24. Teaching players and designing levels
How to teach mechanics without a tutorialHow to introduce mechanics one at a timeHow to guide players without markersHow to build levels around one mechanicHow to design puzzles with a catch and a revelationHow to design dungeons from locks and keys
25. Progression, systems and story
How to gate exploration without trapping playersHow to design unlocks and skill treesHow to let systems create emergent playHow to design enemy AI players can readHow to tell stories through mechanicsHow to make player choices and consequences matter
26. Prototyping, testing and accessibility
How to prototype before you commitHow to scope and cut a game to finish itHow to run playtests that reveal real problemsHow to turn player feedback into the right fixHow to build accessibility in from the start

1 The bottom line

A good idea starts from a genre twist, a limit or a real-world activity, and it passes when you can write a catchy headline for it. A hook is what makes people try a game or talk about it.

2 Key takeaways

  • Start from a boundary, not a blank page. A limit gives your mind something to push against.
  • Twist a genre by removing, flipping or swapping one of its core parts. A familiar genre gives you a base, and the twist gives you the hook.
  • Look for the core idea outside games. Real activities hold mechanics that other games have not used.
  • Blend genres only when each one helps the other. Two systems that fight each other cancel the hook.
  • Test the hook before you build: write the headline, imagine the trailer, add an anchor. A new idea that nobody can picture does not get tried.

If you can't write a catchy headline for your game idea, it probably doesn't have a hook.

Mark Brown, Game Maker's Toolkit

2.1 Start from a seed: a limit, a real-world activity or a control method

Pick one small starting point and let it grow, instead of trying to plan a whole game.

  • Impose a limitation or enter a themed jam. Mark Brown, Game Maker's Toolkit16:35
    • Ask what the theme normally means, then turn it into a game. For Ludum Dare 54's 'Limited Space', Tim Fitzrandolph asked what normally takes a lot of space and squeezed a racing game into a multistory car park.
    • Keep the first prototype rough. Baba Is You began at the 2017 Nordic Game Jam, where the theme 'Not There' made Arvi Teikari think of logic operators Mark Brown, Game Maker's Toolkit3:15.
    • He pictured ice that does not melt in lava because of the statement "Ice Is Not Melt". The rough prototype won the jam, and that reaction led him to build the full game Mark Brown, Game Maker's Toolkit3:15.
  • Mine real-world activities and outside interests for mechanics. Mark Brown, Game Maker's Toolkit8:51
    • Look at what you do every day. Lucas Pope's frequent passport checks while travelling became Papers, Please, a game about spotting discrepancies between documents.
    • Read widely. Will Wright builds SimCity and The Sims from whatever he reads about.
    • Snake Pass borrowed from Spyro and Banjo-Kazooie, but its core came from Seb Liese, who had kept pet snakes and been a biology teacher Mark Brown, Game Maker's Toolkit8:16.
  • Let the controller or input method suggest the game. Mark Brown, Game Maker's Toolkit9:57
    • Notice what the input feels like. A finger swipe on a touchscreen felt like slicing with a sword, which led to Fruit Ninja.
    • The squishy analogue shoulder buttons on the GameCube controller reminded Yoshiaki Koizumi of water pistols, which led to Super Mario Sunshine.
  • Skip forced brainstorming and keep the first idea small. Mark Brown, Game Maker's Toolkit18:58
    • Let your mind wander, because a pad titled game ideas or a whiteboard session is poor for idea generation. Treat the idea as a seed to grow through development.
    • Kyle Gabler's World of Goo came from a song, and A Short Hike grew from a cozy scene built in Unity.

2.2 Twist a genre

Strip a genre to its core, then remove one staple
The 14-factor checklist kept roguelikes as small tweaks on one template; the two-element core and a missing jump opened new games.

Define the genre loosely, then take something away, flip it or fix its worst problem.

  • Boil the genre down to its core before you change it. Mark Brown, Game Maker's Toolkit7:52
  • Remove a staple mechanic and see what the design space becomes. Mark Brown, Game Maker's Toolkit2:39
    • Ask what the hero cannot do, not what it can do. Sumo's early snake ideas all failed, and then the team cut jumping, which every 3D platformer hero does.
    • Pose the genre without its defining verb: a shooter where you can't shoot, a driving game where you can't brake, a platformer where you can't jump Mark Brown, Game Maker's Toolkit2:56.
    • Colossal Cave Adventure removed D&D's combat and kept the storytelling. That narrowing shaped the whole adventure genre and helped launch Sierra and Infocom Game Maker's Toolkit1:48.
  • Flip a convention or swap the metaphor. Mark Brown, Game Maker's Toolkit15:45
    • List what is expected, then invert it. Rob Daviau noticed every board game session starts fresh, asked what if one game affected the next, and made Risk Legacy, where you tear up cards and write on the board.
    • Keep the mechanic and change the object. A first-person shooter is about lining up a crosshair, so a camera gives Pokemon Snap and a pressure washer gives PowerWash Simulator Mark Brown, Game Maker's Toolkit7:52.
    • Shigesato Itoi asked why every popular RPG used swords and magic. He made Mother, a light parody of RPG tropes, which started a whole sub genre in Japan Game Maker's Toolkit11:11.
  • Find a problem with a genre and design the fix. Mark Brown, Game Maker's Toolkit5:56
    • Ryan Clark thought roguelikes leaned too hard on randomness, so he made a dungeon crawler about player skill, which became Crypt of the NecroDancer.
    • Jonas Tyroller's team disliked the ever increasing complexity of city builders and made Islanders as their solution.
    • For Breath of the Wild, the team wrote down everything that made Zelda games less enjoyable and swapped each stress point for a new idea. The first ideas were wild, including UFOs and a motorbike, but they settled on five structural changes Mark Brown, Game Maker's Toolkit3:12.

2.3 Blend and borrow

Combine influences so they strengthen each other, and borrow from an era or a structure, not from one game's surface.

  • Pick genres whose weaknesses cancel out. Mark Brown, Game Maker's Toolkit11:44
    • Derek Yu liked how easy platformers are to pick up but disliked memorised level layouts. He loved roguelike variety but disliked cryptic commands. In Spelunky each genre fixed the other's flaw.
    • Choose genres that share structure. Yacht Club Games saw that roguelikes and action puzzlers share grids, simple controls, randomness and thinking several moves ahead, so Shovel Knight: Pocket Dungeon was easy to build Mark Brown, Game Maker's Toolkit12:14.
    • Dragon Quest took battles from Wizardry and its overworld from Ultima, so the final game combined the best of both Game Maker's Toolkit9:09.
  • Check that your blended systems do not undermine each other. Mark Brown, Game Maker's Toolkit10:33
    • Ask whether each system supports the fantasy the other builds.
    • Assassin's Creed's RPG levels remove instant stealth kills, and Marvel's Avengers has awkward loot armour for The Hulk.
  • Borrow from a whole era, not one game. Mark Brown, Game Maker's Toolkit1:42
    • Shovel Knight mixes Mega Man's look and boss structure, Ninja Gaiden's short weapon, DuckTales' downward plunge, Castlevania's throwing anchor, Super Mario Bros 3's level map and Zelda 2's towns.
    • Add modern comforts and your own palette. Hyper Light Drifter is oblique like a retro game but has smooth analogue controls and liberal checkpoints Mark Brown, Game Maker's Toolkit7:16.
    • Mighty No. 9 copied Mega Man, including the frustrating deaths and limited lives, and reminded players of the worst of it Mark Brown, Game Maker's Toolkit7:37.
  • Learn from a game's structure and decide what to leave out. Mark Brown, Game Maker's Toolkit13:55
    • Maze clones copied Pac-Man's look and founded no lasting genre. Its deeper ideas reached The Legend of Zelda, Wolfenstein 3D, Doom and Metal Gear.
    • Pick pieces that serve your intended experience. Breath of the Wild's Korok puzzles echo the Arkham Riddler trophies, cooking echoes Witcher alchemy, and ore smashing echoes Minecraft Mark Brown, Game Maker's Toolkit9:26.
    • Souls clones rename estus flasks, bonfires, souls and the homeward bone, and feel like sequels more than new games Mark Brown, Game Maker's Toolkit0:53. The alternative is to take the deliberate combat from action warm-ups, animation priority and stamina, as Let it Die and Dead Cells do Mark Brown, Game Maker's Toolkit11:04.
  • Move an existing game to a new perspective, setting or medium. Mark Brown, Game Maker's Toolkit4:54
    • Satisfactory started as Factorio in first person, and Subnautica as Minecraft underwater.
    • Rebuild a mechanic in the genre that suits it. The magnetic glove in Zelda: Oracle of Seasons was held back by a top-down view and the Game Boy, so Mark moved it to a fast 2D platformer Mark Brown, Game Maker's Toolkit2:06.
    • Mario Galaxy is still about jumping, but in micro gravity. Majora's Mask added a three day timer Mark Brown, Game Maker's Toolkit5:07.

2.4 Shape the seed into a game

A game idea needs goal, obstacle, fail state, actions
Fill in all four for a single scene before calling a mechanic or story an idea.

A mechanic or a story is not yet an idea, so turn it into goals, obstacles and actions.

  • Define the goal, obstacle, fail state and actions for one scene. Mark Brown, Game Maker's Toolkit13:28
    • Remember that a story isn't a game idea.
    • In Crazy Taxi the goal is to earn enough from fares, the obstacle is a ticking timer plus traffic, the fail state is running out of time, and the actions are fast, reckless driving.
  • Decide whether you start from the mechanics or from the experience. Mark Brown, Game Maker's Toolkit10:51
    • Bottom up starts with rules and verbs, then adds theme. Splatoon began as big tofu-like blocks hiding in ink, and the Inklings and punk look came later.
    • Top down starts with the experience. Hideo Kojima's Death Stranding began as a mental image of a beach lined with dead whales.
  • Turn flavour into playable content. Mark Brown, Game Maker's Toolkit1:54
    • Ask what if the flavour wasn't just flavour text, and follow through into gameplay.
    • Watch Dogs phone profiles were only snippets. Legion gave every person work, hobbies and relationships and made them playable recruits.
  • Use a non-enemy source of conflict. Mark Brown, Game Maker's Toolkit9:21
    • Enemies that can kill you lead to a combat system and make a game like every other one. Gravity or your own body can lead to new ways of thinking.
    • In Snake Pass, gravity pulling on Noodle's body is the main opponent.

2.5 Test the hook

Before you build, check that you can say the idea, picture it and show it to a stranger.

  • Draft a headline a news site would run. Mark Brown, Game Maker's Toolkit22:17
    • A hook is an interesting fact about the game that makes people try it or talk about it. If you can't write a headline that makes people want to know more, the idea probably lacks one.
    • 'A new dungeon crawler' is dull. 'A Lovecraftian dungeon crawler about the psychological toll of adventuring', which describes Darkest Dungeon, grabs attention.
  • Imagine the trailer, the Steam page, the name and the logo. Mark Brown, Game Maker's Toolkit25:37
    • If you can't picture a cool trailer, the idea is probably not worth pursuing. Working out the name and capsule art early shows whether the idea has a marketable proposition.
    • Pick a name that is catchy and says what the game is. Mind Over Magnet tells you it is a puzzle game about magnets Mark Brown, Game Maker's Toolkit11:45.
    • Make the logo show the mechanic. Mind Over Magnet's logo has a magnetic 'a', and a Discord suggestion was to animate the other letters being attracted toward it Mark Brown, Game Maker's Toolkit12:28.
  • Name the kind of appeal your idea has. Mark Brown, Game Maker's Toolkit24:29
    • Appeal is everything that draws a player in before they play, from a screenshot, a short clip or a short description.
    • Kinds include fantasy appeal (I want to be this), exploration appeal (I want to explore this) and toy appeal (I want to touch this). Challenge, comedy and nostalgia are other candidates.
  • Pair the hook with an anchor. Mark Brown, Game Maker's Toolkit23:51
    • The anchor is the familiar element, usually familiar mechanics, that explains how the game plays. Too much novelty leaves buyers unsure what the game is, so they move on.
    • Zachary Richman's version is a simple game with something unexpected, such as a tower defence game where your own bullets can hurt you.

2.6 Where designers disagree

Three ways to combine genres: hand-off, play style, blend
Hand-offPlay styleBlend
ExamplePersona 5Deus ExPortal
How genres meetTake turns in separate modesPlayer picks the approachFused into one system
Main riskFeels like two games
Hand-offs risk making players play two different games unless something like one central mystery ties them together.

Sources split on how far to mix genres and on how much risk a hook should carry.


Sources

Part of Why people play games in the growth library.