Settimana 2: Valida il tuo concept
Lezione 2.1: Il tuo concept
Definisci un gancio chiaro e coinvolgente
Per ora, questa lezione è disponibile in inglese.
IN THIS LESSON: DEFINE A CLEAR, COMPELLING HOOK
What is your game about?
By the end of this lesson you'll have a one-line pitch that tells players exactly what your game is and why they should care. It should be specific, clear, and compelling.
Your goal for this unit: a player should understand your game in one glance, like a TikTok scroll. This is the foundation of your game, if your hook doesn't work, the game won't work.

But really, what is your game about?
The most successful games on Dorian combine these elements to build their concepts:
A problem → that centers the player → solved by romance.
The Best Friend Pitch
If you're not sure how to talk about your idea, start with the "best friend pitch", a super simple way to explain your idea as if you're telling it to your best friend: quick, clear, and exciting, without jargon or overthinking.
Here's a helpful formula:
Compelling hooks on Dorian

- Slashfic: Four hot slasher murderers. One chance to survive. Can you seduce your way out?
- Shark Bait: You're chosen as a sacrifice to the shark gods. Can you seduce one of them before your time runs out?
- Hellbent: Angels and demons are fighting over your soul... and your heart. Will you fall for Heaven or for Hell?
What do they have in common?
1. Specific: You know what the game is in under a second: Slashfic → slasher killers; Shark Bait → shark gods; Hellbent → angels vs demons.
2. Clear: Each description clearly tells you what you're doing as the player. Because these are dating sims, it also makes it clear that romance is a key part of the game. Most importantly, you know before you start playing that the plot is player-driven: the stakes, choices, and outcomes revolve around the transparent MC, making them essential to the story rather than just observing it.
3. Compelling: Every hook answers the question "why should I care?" with built-in stakes. All three games sit in the same sweet spot: Attraction + Threat. This creates tension, which is the core engine of Dorian monetization.
Is your pitch ready? Check yourself
- Is your pitch 3 sentences or less? If it's longer, you may want to simplify it.
- Does it clearly communicate the theme/genre? Who are we romancing? What's the setting?
- Are the stakes personal to the player? Can you win or lose something meaningful?
- Does it use recognizable tropes or niches? (vampires, mafia, royalty, etc.)
Stop. Don't think too far ahead.
Now you have your hook, you might be tempted to figure out your entire plot. But remember, your job right now is to *validate a concept*. Don't rush it. This course is built so you won't lose momentum; just move on to the next step.
FAQ
Does my idea need to be approved before I publish a game? No. You have full creative control over your content. You can publish anything at any time as long as it complies with the community guidelines.
What if my idea doesn't fit the formula "problem → player → romance"? While not every game has to follow this formula exactly, on Dorian romance and player agency tend to perform best. Most players come here to feel emotionally involved in the story. If your concept doesn't include romance or player-centered stakes, ask yourself: what emotional fantasy is the player here for?
What does "player-centered" actually mean? A story is player-centered when the plot revolves around the player, not around events they simply observe.
- ❌ *Not player-centric:* Angels and demons are fighting an ancient war to determine the fate of humanity. (What are you doing here? Why do you matter?)
- ✅ *Player-centric:* Angels and demons are fighting over your soul... and your heart. Will you fall for Heaven or for Hell? (The conflict exists because of you. The stakes revolve around your choices and relationships.)
What if my idea sounds too simple? Simple is often better. Most successful Dorian hooks are extremely easy to understand. The depth comes after players start playing, you'll have many episodes to delve deeper.
What if my game has a huge world and complicated lore? Start smaller. Your hook is not your entire plot, it's just the entry fantasy that makes someone click on your game. Players don't need all your lore upfront; they need a reason to care right now. For inspiration, look at successful Dorian games with extensive lore: Shark Bait, Hellbent, Heartsworn, Royal Red.
My concept sounds cool to me, but how do I know if it's actually working? Is there already an audience for this? A strong concept usually takes a fantasy people already enjoy and adds something new through romance, player choice, or a fresh twist. Compare your concept to existing media and ask whether it offers something more or something different than what's already out there. We always recommend teasing your ideas on social media as early as possible to gather feedback, it's never too early to start.
There's already a game on Dorian with a similar concept. As long as you plan to put your own spin on it, this shouldn't stop you. Vampires, demons, knights, murder mysteries, these are all popular themes that often intersect with romance. Just make sure there's something about your project that makes it unique.
