And finally we start with the good stuff: the High Level document. In this stream we finally start to see what the game will be like.
The concept document shed some light on the basic details of our project, but the High Level is where we really started to visualize what the mechanics will be like, how the game will be played, what the storytelling will be like, and so on.
Here we start to give free rein to our creativity. It is for me one of the most entertaining moments and clearly a couple of hours is not enough to make a full-fledged High Level.
Often people confuse “high level” with “just like that”. And I understand where the confusion comes from, but that is precisely why I want to clarify it.
Ideally, the High Level has to be as detailed as possible within the information it has to include. The fact that we do not have to go into every point in depth does not mean that we have to go over it.
In turn, and also ideally, the High Level has to be able to help us understand what the game is like. If after reading the document we still do not understand well how the play will be… we are in trouble.
I leave you with Round 1 of this work: