[Timothy Cain](https://www.youtube.com/watch?v=ohHLUKj3NTk) creates new IPs in this order:
- setting
- defines the space in which the game will be
- condensed in to a 1-2 sentence elevator pitch
- "here's a thing that's very easy to explain but, oh, there's a twist" - the twist informs how the setting is unique in comparison to similar IPs
- Fallout: a post apocalyptic game but set inspired by the 50s
- Arcanum: what if a standard fantasy setting had an industrial revolution where tech kept going and started conflicting with magic?
- [Thomas Brush](https://www.youtube.com/watch?v=5yWvB79On10) recommends covering three things in your hook: story, mechanical, and visual.
- lots of player agency and things they can do
- story
- high level description of what every player will experience going through it
- helps define the main story quest
- make sure that the story makes sense within the setting
- encourage exploration and self expression
- system
- mechanics support the setting and the story, not the other way around
- needs to support the setting's tone
- every mechanic should have a goal / set of goals which could be high level or specific - justify the importance of the mechanic

Describe these like a pitch, don't give all the answers or details, make it exciting.
- setting
- what happened?
- what's going on?
- who are you?
- story
- break it down into acts
- system
- how does it relate to the setting and story?
### Setting

- is it easy to describe the setting in a way that people can understand and imagine it?
- can you tell an interesting story in that setting?
- is the setting reactive? do people, places, and situations change based on actions?
- "if you and I read the same book, we both got the same story"
- can you come up with interesting quests to in the world?
- do you have interesting characters/NPCs in the world?
- is your setting evocative? would I actually want to play it?
- how mainstream is your idea? what kind of players do you want to play this?
- how will you keep track of changes and comments?

- what iconic symbol or thing represents your world? it needs to be distinct but doesn't have to be unique (Fallout: vaultboy, vault door gear shape. Star Wars: lightsaber, x wing)
- write down a simple list of things that do and do not appear in your IP (e.g. impact of adding supernatural elements to Fallout)
- keep the IP simple and distinct and try not to dilute it in sequels / DLCs
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