- Design Document -
URGENT: To Do
Demo
Game Mechanics
User Interface
Art & Video
Sound & Music
Story
Level Requirements
It’s the character’s first day on the job at “Major Corporation” in the “
“You’ve got unlimited growth potential, Mr. Player, there is no glass ceiling in sales. But you’ve got to go after it. Remember your ABC’s: Always Be Closing!”
“Now, if you’ll excuse me, I’ve got a high score to beat in Brickbreaker…Your associate Jon will tell you more.”
Jon enters office, introduces himself, and leads you to your cubicle. It’s here that he points out the crucial elements of the game: how to take a sale and how to process a sale.
Making a sale plays out much like an RPG Battle sequence. You’ve got five “moves” including: Greet, Question, Answer, Present, and Close. Likewise, the customer has five “moves” including: Greet Back, Question, Answer, Object, and Reject. Player and Buyer are given hidden HP that is not tabulated on screen. If the player runs out of HP first, the customer walks and the player loses the sale. If the customer runs out of HP first, then they Purchase the product.
After the sale is closed, it’s now up to you to process it. Jon will explain how to process your first sale that he just walked you through.
Finally, you’re told that the other element of the game is finding leads. You’ll need to stack up leads to keep you sufficiently busy for the day. Leads can be found via swamped co-workers, abandoned in trash cans, e-mail, management, cold calls, or by visiting retail & restaurant employees and other building businesses.
The game’s depth increases as leads must be “profiled” to determine the best time to call. Also, the game will grow more complex as new products are introduced. Each product pitch will vary in length of time consumed based on complexity of product. Also, each product may have more complicated processing. You’ll have to weigh time versus money as you decide which “widgets” to spend your time selling.
2nd Day On –
{insert more “flow” here}
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