Sorry for dropping of the face of the map for awhile.
I've had my head buried in all kinds of research from software development to business management to market metrics to games to... You get the idea.
Game research has been my favorite of those of course.
My next few posts will be about the stuff I've been researching, starting with social media games.
Thanks for reading! I'll see you soon.
Saturday, February 27, 2010
Friday, November 6, 2009
The Banality of Evil Characters
I rather enthusiastically entertain the notion of a game that lets you play as an evil character. The concept of strolling into your favorite RPG village and laying waste to all those familiar yokels is appealing. Playing a power hungry megalomaniac also has a nice ring to it. However, when playing an evil character your acts become banal when you've slaughtered the same village 10 times, or chopped the head off of every passer-by, or even gone on several rampages against the authorities(i.e. police, guards, etc...)
For an act of atrocity to truly feel atrocious, it has to be being observed from the perspective of someone who considers themselves good. They also need to see the one committing the act as good prior to the act.
If you go along robbing and killing everyone you meet, everyone will expect that behavior and in time come to accept their plight as the oppressed.
So how do you create a world for an evil character, where the acts of evil mean something? How can an evil character be seen as anything but evil? And how do you create things for an evil character to do that don't become boring after the first couple times the player does it?
The game industry has yet to satisfy these questions with any current games. Maybe you or I can find them.
For an act of atrocity to truly feel atrocious, it has to be being observed from the perspective of someone who considers themselves good. They also need to see the one committing the act as good prior to the act.
If you go along robbing and killing everyone you meet, everyone will expect that behavior and in time come to accept their plight as the oppressed.
So how do you create a world for an evil character, where the acts of evil mean something? How can an evil character be seen as anything but evil? And how do you create things for an evil character to do that don't become boring after the first couple times the player does it?
The game industry has yet to satisfy these questions with any current games. Maybe you or I can find them.
Tuesday, June 16, 2009
The Unavoidable Niche Market
Games, movies, television programs, music, and even websites, are all designed to be seen or heard by us; The Target Customer. What kind of music do you like? Rock, Hip Hop, D&B? Any music that fits into those categories was designed to be in that category. Although artists don't always like the idea of being "pigeonholed" into one category, it is unavoidably necessary to decide beforehand what that category is going to be.
Gamers are seperated into three categories; "Objective based", "Competition based", "Personal Challenge" (i.e. breaking your previous high score). Gamers have been even further divided into "hardcore" gamers and "casual" gamers.
Objective based gamers like to see progression. They will often try to complete every achievment in a game even after they have played through the storyline. Or they might try to "max out" their characters by leveling up. These players tend to like open world, sandbox, and RPG style games, in which a certain amount of choice is given to the player to complete those objectives in their desired order.
Competition based gamers love to go head to head with other players. Often the only reason they will play through the storyline is to get "good enough" at the game to feel confident going up against other players. Multiplayer capabilities are a must for this demographic. They want to see public leaderboards and killboards with their names on them, and might set their sights on knocking the person off the top.
Personal Challenge based gamers like to best their own high scores. They like to challenge themselves rather than other people. Arcade games and Strategy games are popular amongst these gamers.
Even if you feel like you may enjoy a little from all three columns, as I do, there is still one group to which, you predominantly belong.
Why does this matter?
If you are designing a game, you have to consider the possibility that the ONLY ones who will buy it, are the ones you designed it for. Which also means; if you designed a game for yourself, you might be the only one who buys it. :)
Decide who your target customer is before you ever start brainstorming an idea, and your pre-production phase will go a lot easier. :)
Gamers are seperated into three categories; "Objective based", "Competition based", "Personal Challenge" (i.e. breaking your previous high score). Gamers have been even further divided into "hardcore" gamers and "casual" gamers.
Objective based gamers like to see progression. They will often try to complete every achievment in a game even after they have played through the storyline. Or they might try to "max out" their characters by leveling up. These players tend to like open world, sandbox, and RPG style games, in which a certain amount of choice is given to the player to complete those objectives in their desired order.
Competition based gamers love to go head to head with other players. Often the only reason they will play through the storyline is to get "good enough" at the game to feel confident going up against other players. Multiplayer capabilities are a must for this demographic. They want to see public leaderboards and killboards with their names on them, and might set their sights on knocking the person off the top.
Personal Challenge based gamers like to best their own high scores. They like to challenge themselves rather than other people. Arcade games and Strategy games are popular amongst these gamers.
Even if you feel like you may enjoy a little from all three columns, as I do, there is still one group to which, you predominantly belong.
Why does this matter?
If you are designing a game, you have to consider the possibility that the ONLY ones who will buy it, are the ones you designed it for. Which also means; if you designed a game for yourself, you might be the only one who buys it. :)
Decide who your target customer is before you ever start brainstorming an idea, and your pre-production phase will go a lot easier. :)
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