If you buy a fast car will you become the best racer?
If you buy the best soccer shoes will you become as good as Messi?
Buying the best armor and weapon in a video game will make you better. Is this the same in the real world?
If you buy the best soccer shoes will you become as good as Messi?
Buying the best armor and weapon in a video game will make you better. Is this the same in the real world?
I was reading some article on gamasutra a few days ago. This one of Graham McAllister got my attention.
Beside the articles, the reactions got my attention as well.
Beside the articles, the reactions got my attention as well.
"Data does not create value. It just measures it.
If you've got a great analystics system, but you've made shit, you'll very accurately measure shit.
D'uh... Why is this most basic of things not apparent?"
"I appreciate how this recipe for success goes a bit deeper than the common "Just make the game you want to play and it will all work out by itself." I knew I'd agree with most of it as soon as I read the header "Hooks"."
I've searched for business strategies to improve my businessplan, I found papers and articles of people that found their ways to succes. I've found industry reports and analyses and so much more.
There are a lot of tools and studies out there that help you design and launch a succesful game.
I don't have a problem actually. I'm just wondering. Almost all people that respond to the articles agree with the writer, but why are there so little succesful games when everyone seems to know or agree on all these studies and articles?
There are a lot of tools and studies out there that help you design and launch a succesful game.
I don't have a problem actually. I'm just wondering. Almost all people that respond to the articles agree with the writer, but why are there so little succesful games when everyone seems to know or agree on all these studies and articles?
Are there so many indie developers failing because of the tools they use to design their game?
Take Jesse Schell's book art of game design for example. Nobody doubts that his work is a masterpiece. One of the (if not "the" best) tool to design games.
Then we have the BOS tools and proces. The strategy is based on a decade-long study of more than 150 strategic moves spanning more than 30 industries over 100 years.
The creation of a marketing persona is a very useful tool. Companies are using it for ages.
The gamasutra website. The site is full of articles and blogs of people from the industry. The site is all about their knowledge and experience.
This site is one of my favorites but I'm sure there are a lot more of these on the web. Gamification, game design tools blog, and so on.
I think I'm aloud to say that these tools are excellent and very useful. So it's not the design tools that make developers fail.
Take Jesse Schell's book art of game design for example. Nobody doubts that his work is a masterpiece. One of the (if not "the" best) tool to design games.
Then we have the BOS tools and proces. The strategy is based on a decade-long study of more than 150 strategic moves spanning more than 30 industries over 100 years.
The creation of a marketing persona is a very useful tool. Companies are using it for ages.
The gamasutra website. The site is full of articles and blogs of people from the industry. The site is all about their knowledge and experience.
This site is one of my favorites but I'm sure there are a lot more of these on the web. Gamification, game design tools blog, and so on.
I think I'm aloud to say that these tools are excellent and very useful. So it's not the design tools that make developers fail.
When a painter masters the pencil, only then he can become the artist.
If the design and develop tools are not the reason so many developers fail, can it be the developers themselves that are failing to use the tools?
Some may say "no" because the video game market is a very competitive market. But on the other hand, you have BOS to escape from that red ocean.
This post of Filip Wiltgren kinda makes me worry. Do you really need a hardcore tabletop gamer to look at your game? I mean, shouldn't you be able to do that yourself? And shouldn't you analyse your game before you make it?
I know, who ame I to say that developers are failing in their design. I didn't even launch 1 video game.
But you have to know that I worked in after school daycare. I designed dozens of games and watched kids and adults play hundreds of other games. Ever since I started to follow the video game industry, I had the feeling that developers lack a lot of these experiences.
Some self-reflection doesn't hurt anybody. And when I launch my game, whether the game is successful or not, I probably need some self-reflection myself.
If the design and develop tools are not the reason so many developers fail, can it be the developers themselves that are failing to use the tools?
Some may say "no" because the video game market is a very competitive market. But on the other hand, you have BOS to escape from that red ocean.
This post of Filip Wiltgren kinda makes me worry. Do you really need a hardcore tabletop gamer to look at your game? I mean, shouldn't you be able to do that yourself? And shouldn't you analyse your game before you make it?
I know, who ame I to say that developers are failing in their design. I didn't even launch 1 video game.
But you have to know that I worked in after school daycare. I designed dozens of games and watched kids and adults play hundreds of other games. Ever since I started to follow the video game industry, I had the feeling that developers lack a lot of these experiences.
Some self-reflection doesn't hurt anybody. And when I launch my game, whether the game is successful or not, I probably need some self-reflection myself.
something has to change!
Ron Gilbert states that roughly around 20% of all games break even or make profit. That's not much. Rob Fahey tells us that "Enormous budgets at the top end don't have to mean the end of the dream for everyone else". Let's hope not.
I'm betting on user research and conceptualization. You don't have to agree with me.
But if you or me (or any other indie developer) want to survive in the video game industry, something has to change.
Insanity: doing the same thing over and over again and expecting different results.
(Einstein)
I'm betting on user research and conceptualization. You don't have to agree with me.
But if you or me (or any other indie developer) want to survive in the video game industry, something has to change.
Insanity: doing the same thing over and over again and expecting different results.
(Einstein)