GameUI pitch

Another project is GameUI – it’s actually a continuation of TGM. The problem with TGM is that it’s not revenue-oriented. I can give users all the info they want, but that doesn’t make me any money (and I don’t like putting advertisements). GameUI is an idea for an app where some revenue is possible.

GameUI is a publishing / narrative platform. Multiple content creators (writers) can be paired with artists / designers to create narratives that are both visual and written (or just one content creator, or a team) and a portion of the proceeds is paid to the content creators.

GameUI shows you three panes: left, right, and bottom. The left pane is a map. (You can select one of several “universes” of maps once we’re ready to scale.) On a map, there are locations. Right pane lists locations available on the map + filters, or the “location” itself (see below).

The bottom pane shows your account or “character” or “inventory”. You have an avatar, possibly a weapon and armor, possibly a pet, available credits, and a variety of items you can buy/obtain. An item gives you functionality. Microstransactions allow you to purchase items OR access to locations.

All three panes are collapsible. The inventory pane collapses down. The two main pains can collapse to the right or to the left, allowing you either a full-screen view of the map, or the full-screen view of the location, or half-view of both. Here is a quick demo:

The header has links to: GameUI, Cities (that’s old TGM), News (that’s also old TGM), shop, settings. Maybe the header is completely optional.

A location could be a city or a village. Going to the location opens that location’s map (left pane), and on the right is the “content” of the location. It’s either a narrative (article), if you’re reading the map like a book (because the content creator made this particular map a ‘narrative’, rather than a ‘game’ or a ‘guide’). The content of a location could be anything: a video, a gallery, a report. In the future the location itself is a game episode with a boss, and the app drops you into the game mode. (A friend of mine is working on the game part of this, it’s actually all his idea.)

A travel organizer can still be put in this format very well: you have a map of the world, a location is a country. You have a map of the country, a location is a city. You have a map of a city, locations are venues, events, but also invididual galleries, reports, videos. Tags, filters, and type selectors can be implemented on top of this.

Let’s say the map is a narrative (comic book, or a sci-fi short story), let’s say there are 10 locations, corresponding to 10 chapters. Of them, 2 chapters could be locked, requiring that you spend a star to access each of the chapters. Once you spend the star, you have permanent access to the location. You buy 10 stars for $10 at the shop.

If the map is a city, some chapters of the travel guide can be locked, requiring e.g. 2 stars to access. Possibly, attending an event requires spending stars. So you can see this system can possibly be monitized without ads.

The design requirement here is to make the UI, allowing navigation inside the maps, purchasing stars, keeping track of inventory, switching from this to “regular” app mode, and providing a smooth user experience. What do you think of this M, would you be interested?