There are many ways to come up with ideas. I will save that part for later. Today I'll talk about the things the paper prototype and the pre-visualization learned me.
If you don't know who your target audience is then how the hell can you make a good game?
I hear people talking about “female gamers” or “core gamers” a lot, but seldom do they realize that these categories don’t technically exist, at least not in any practical way. The term “female gamers” includes both a woman in her fifties playing Candy Crush Saga on her phone and a college girl enjoying Call of Duty on her Xbox. They’re so far apart from each other, that it makes no sense to try and fit them into the same vaguely defined category. There are many female gamers, they’re different and there are probably dozens of categories you could divide them in. Is it possible to predict the chance of success of my game 4 in a blow?
And what is success anyway? Success to me means that the product we created brings the right experience to the target audience thus generating enough revenue to keep working on that product. Predicting if your game is going to be a hit is impossible unless you have a crystal ball, wear a point hat and can fly on a broom. Yes! The site of my own one-man company is on the internet. With the landingpage(WIP) online and the development of 4 in a blow moving on, it's about time that I tell you more about the people that are helping me with the development.
|
Joris Van GoidsenhovenGame development journal Archives
June 2017
Categories
|