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Saturday, February 25, 2012
Sick Day
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Saturday, February 18, 2012
Best-Selling Games vs Best-Made Games (Or, Reaching A Larger Audience)
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Hopefully by now you are starting to connect what a book about business and finance and the game industry have to do with one another. How many times have you seen a best-selling title and thought "I can make something far better than this, why is it that their game is so popular?" How many times have you thought: "This game is so poorly made, all this company must care about is the bottom line!" I'm pretty sure the latter of these two statements is not completely true in most cases, but the simple answer is that the companies pushing these titles are better at selling than everyone else.
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A couple weeks ago, there was a feature here on Gamasutra by Jeff Vogel in which he details the method by which he makes money doing what he loves. His message initially seemed to be about catering to a particular niche of gamer, or what kind of games to make if you want to make money. As you progress through the article thinking in terms of "Best Selling vs Best Made," you will notice, however, that he's actually discussing how to sell your game. This is a man who has figured out how to take something that is seemingly not popular and get it into the hands of the masses well enough that he can continue to do what he loves for a living. This is suggested reading if you have a few spare moments.
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Finally, Wojtek Kawczynski gives us lessons learned as he and his studio released two iOS titles: Garage Inc. and KULA BLOX. Primarily these lessons pertain to marketing on the app store, but the spirit behind the message is applicable to selling your products anywhere. Keep your marketing short and sweet and your message clear.
Summarily, the ability to sell is equally as important as the ability to make a great game, assuming that you'd actually like people to know about and appreciate your game. It would be of great worth to all of us to take time out of our busy schedule creating great games to become at least half as good at selling our games. Such is my take on the matter, anyway. I'd love to hear thoughts anyone else may have on the topic, so leave me a comment!
Friday, February 10, 2012
Making Small, Big (Or, The World Is A Character Too!)
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I will preface this conversation by stating that the opinions offered hereafter apply mainly to games in which story and engagement with the world is a primary factor in game-play. I am a fan of other, more action-oriented titles, but this conversation is not for them.
Long ago, in a land far away, there used to be these mystical collections of writings which people commonly referred to as “books.” Many of these books contained tales of worlds as far and wide as one’s imagination, but due to the limitation of the medium, being that you can only describe so much at any one time in a coherent manner using words, these books generally focused the reader on a small subset of the world, commonly revisiting locations presented earlier in the story. Through clever use of dialog and other narrative techniques, these books were able to create in the reader’s mind a world that was much, much larger than what was actually penned by the author, while bringing the reader to fall in love with the locations that were purposefully designed.
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I like to think of the locations in a game in the same way one might think of its supporting characters. The more time one spends with a specific character, the more one becomes attached to that character, their history, and what happens to them. It also gives the designer a chance to introduce the true characteristics of the character, or in this case, the world. Rather than appearing large and intricate, it gets the chance to actually feel large and intricate. This is an important distinction. Creating a world that is large is not the same as creating a world that feels large, and yet, one of these takes much more effort on the part of your artists and other talent.
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Having such a limited selection of locales worked greatly to this game’s favor. The player spends the first several hours of the game becoming familiar with Newport, with its people, its culture, and the general lore of the world before you are suddenly shifted to the next area (pun totally intended). The amount of time the player spends in this area gives them time to bond with it, to feel like they have mastered its ins and outs, and to feel like it is a “home base” of sorts. Once ripped from it, the player experiences the exact bewildered and slightly curious feeling the designer intended. They have become familiar with the intricacies of “home,” but now there’s a new and potentially dangerous place to explore. If the game had been about exploring area after area all along, this transition would lose a large part of what makes it special.
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By including the world as a character in the story, a designer embeds not just memories of the characters and events in the player's mind, but also memories of the experience. Done correctly, a player will look back on the game and think "I want more stories to take place here." By focusing on specific parts of the world while alluding to larger things, the designer is able to get the player to feel more like they are going on an adventure as they are shown more of the world little by little.
On the other hand, creating a world that literally is immense is a risky proposition. It requires much, much more in the way of content to get a player to stay in one area long enough to come to appreciate it. Adventuring is much like eating cookies, an awesome snack in-between meals, but if all you find yourself doing is running from one place to the next, the adventure-cookies start to become much less awesome. Gorgeous vistas are great, but more so when you have a reason to appreciate them, rather than just running into them as you go from Town #631 to Town #765. I think you will find that even (good) games which literally have large, expansive worlds tend to focus on smaller sections, essentially marrying the concept of making the world feel large with making the world actually be large.
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In summation, your game world is going to exist, use it. If getting your player properly acquainted with your world and telling your 90hr epic tale is not going to fit in your budget and schedule for a single game, it is better that you condense everything into a well-crafted-but-smaller package than attempt to speed the player through your world so that they can experience all the content you want to show them. Just my two cents. Let me know what you think in the comments section.
I'm Back!
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Apparently "soon" is a relative term. The reason I have been gone so long is that I just finished up work on the recently released Nintendo Zone app included with the December 3DS update. I guess that gives away where the new job is! Things are going pretty well and life is beginning to settle down into a regular pattern, so I'm going to give this blogging thing another go. See you all tomorrow!
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