Concept

For many people, game design begins and ends with a
concept. "Hey, I have a great idea for a game," it usually
begins; what follows is a concept.
The concept on its own offers very little real insight into
how or why the game will be fun. Often, the person pitching the concept is
imagining a few other games with similar concepts and assuming all of the ancillary
details of the gameplay are implied.
If you're a designer, you know this
is not the case, but that's not to say a designer should be dismissive of
concepts. After all, the concept is the highest level of the game design;
a game won't sell without a concept that tells a compelling story all by
itself.
Some of the greatest games ever designed were commercial
failures because the concept didn't resonate with the consumer. Sequels and
movie-licenses are successful largely because the concept is already defined in
the consumer's consciousness.
In a mobile game, there is no box art or demo video: the
concept has to come across in the game's name. When I was working on a
game using the 24 TV show license, the greatest obstacle the team faced was
naming the game.
We were already on the sequel and we knew the first game
had underperformed, probably because of the name, so "24 Part 2" just
wasn't going to work. Something like "24: Jack Bauer's Back" was
contractually not an option. Ultimately, the game was named 24: Agent
Down and very likely suffered because of it.
In our case, the concept was already set; anyone who had
seen the show knew 24 was about espionage and intrigue, hacking computers and
after-hours shootouts, but communicating it to the consumer in one short line
of characters was almost impossible, making the concept as good as lost.
A game that worked was ER Rush. ER Rush
was an original IP, hospital-themed "plate-spinning" game, similar to
the successful Diner Dash. We diverged with many of the mechanics,
but the basic concept was the same. The users got what they expected (a
game where you rush around servicing patients in a hospital environment) and
the game sold well.
The best thing to do with a new concept is to encourage it;
pick out the aspects that seem most compelling and expand on them. Tell a
story. Let others tell a story. This won't necessarily describe the
final game, but it helps define the next step: paradigm.
Paradigm

Paradigm is perhaps the most difficult to name of the four
basic layers of a game design and the most easy to overlook. It sounds
pretentious and abstract, but the meaning is actually very specific and
necessary; the paradigm is the perspective with which the user interacts with
the game.
Every user that picks up your game will be approaching it
with a certain set of preconceptions; assumptions that are inherent to the user
himself, his society and humanity in general. Games are reflections of human
life so it is only natural that most games tend to fall into the same range of
popular experiences such as, hunting, hiding, collecting, building, etc. It is
these experiences that define paradigms.
A paradigm encompasses a set of expected rules. The user
intuitively knows the objectives and hazards inherent to a paradigm, such as
managing resources, without needing to be told. If a game incorporates many
different experiences, each with its own micro-goals, then it can be said to
incorporate many different paradigms.
Paradigm is similar to genre, but where genre relies on past
games to build archetypes, paradigm refers directly to the fundamental building
blocks of human experience.
An example genre; first-person shooter, describes the visual
perspective and objective, but fails to define the specific paradigms. A
FPS might feature slow-pacing (methodical/planning ahead), heavy use of cover
(hide and seek), strategic weapon-upgrading (resource management) and
situational toggling of weapons (tool management).
Each of these aspects
of gameplay is actually its own little paradigm (marked in parenthesis) and
each carries with it a familiar experience that the user can be assumed to
understand immediately. A user doesn't need to be explained the premise of
hide and seek; it is inherent to the human psyche.
It can often be difficult to differentiate paradigms from
concepts; many concepts will immediately suggest an obvious paradigm (for
example, a deer-hunting game begs for hide-and-seek gameplay), but that doesn't
mean other paradigms can't be used.
It is also easy to confuse paradigm with game
mechanics. Often, the first game to succeed in a paradigm sets a precedent
for mechanics that is rigidly copied by generations of successors. For
example; does a trick-based boarding game have to be built around a four-button
combinational input scheme? For many years, it did.
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