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Showing posts from 2022

Get Money from an Underserved Demographic

I'm hardly the first person to point out that many former hardcore gamers now have families and responsibilities that severely constrain their game time. However, I haven't found a lot of insight in any of the articles I've read about how to make games to better serve them. So now I'll talk about what's I believe has been missing from all of those. Why This is Such a Great Opportunity These gamers often have money. They deeply miss the epic experiences they used to have, and they're happy to pay if they can get it back. They are especially excited to share this experience with the people they love (some of whom are far below their skill level). However, being time-constrained, they're not going to be spending much time on forums or filling out surveys. It's a group that's significant but mostly silent. As such, I don't have data to back up what I say here, though it reflects the experience of myself and other gamers I know. Likewise, I hope it ha

Let's Make Failure Fun: Part 1

There is an oversimplified idea in game design that, in my view, has done enormous damage to the quality of games. It's the idea that failure causes frustration and frustration leads to quitting, so the way to get people to like your game is to protect them from failure for as long as possible. This idea contains truth, which is why it sticks around, but it includes a couple fallacies. The first comes comes from lumping all failures into a single bucket. Certainly, I've experienced the ultra frustrating failures from unreasonable difficulty spikes (Battletoads hoverbikes, anyone?), unfortunate RNG (You have a 95% chance to hit, and you missed three times in a row), confusing mechanics (I was playing...and then I died), or many other things that made me want to throw my controller and never play that game again. However, I've also experienced failures that made the game more interesting. The failure is exciting, sometimes in the moment and other times only after a later

Why We Like End-Game Better (and How to Make the Whole Game As Good).

 As I have been hunting for a new MMORPG (good ones are hard to find) and watching videos, I am once again hearing a sentiment that gets expressed in many ways. "Why can't it just be all end-game?" "Why won't you let players skip to end-game?" "The game doesn't really start until max level." Of course this sentiment isn't universal, but it is very common. The important question is why do so many players feel this way?  Considering the Obvious Answers The first answers that probably come to most people's minds with this question would be things like: It's more fun when you're more powerful. The content is more epic. There are more options available to make your character(s) what you want them to be. I mention these because I want my readers to understand that I've thought of them, but I want to focus on a factor that I believe is both more important and more subtle.  A Reversal of the Rewards System Players tend to play to th