“I didn’t have time to write a short letter, so I wrote a long one instead.”
— Mark Twain (1835-1910)
This quote sums up a very important aspect of the game treatment:
it is often easier to write a 10-page document describing your game
than to write one page that says everything concisely and effectively.
The game treatment is your primary selling tool which quickly orients the publisher to your game
(genre, platform, story and other elements should be mentioned).
The treatment is your opportunity to convince the publisher
that your idea is as complete and crystal clear as you believe it to be.
If you can't briefly explain your game idea, then the following might be true of your game:
- It is too big and complex. Your game idea may be too ambitious.
- The game is not as good as you think.
- You need help crystallizing the core aspects of the game.
If you think this is the case, get help from an objective source who knows something about games.
One approach to writing the game treatment is to cite your game's “unique selling points” (USPs).
USPs are the aspects that differentiate your game from the competition,
offer gameplay value, and ultimately make consumers want to buy the product.
You should be able to determine the USPs of your game after writing the “competitive analysis” section
of your proposal.
If yours is truly a good idea,
the publisher may even read your design document all the way through.
The game treatment should also grab the publisher's attention by focusing on the bottom line.
You can do this by citing sales projections based on solid market and sales information relevant to your game.
When you have distilled your game into a single game treatment page,
have others proofread it for you to see if they understand what you are trying to say
and find the game idea compelling.
Have it edited and reviewed by as many qualified people as possible.
Note: Many people erroneously believe the treatment is the first thing written,
since it is usually the first thing read.
But this document should be written last, right before you approach the publisher.
The reason for this is that at this point you know as much as possible about your game.
The treatment is a distillation of all the work that you have done designing,
researching, and otherwise developing the game on paper.
Proposals and forms are often used by publishers and agents to weed out developers and game ideas.
Not just bad developers and game ideas are weeded out however;
publishers are just as likely to weed out inappropriate or unwanted ideas and developers.
— Luke Ahearn from
http://www.gamasutra.com/features/20060717/ahearn_03.shtml#,
July 17, 2006. (This link no longer points to that article.)