What makes a game sucesfull? My opinions..
cbt
Member Posts: 644
How the hell do I add images?
Well.. Games like Rage, Assassin's Creed or Harry Potter becomes successful easily, that is no surprise. I'm not talking about those "type" of games. I'm talking about indie games, the ones from freelancers (like us!). A successful game should have according to Wolfgang Kramer;
-Originality:
Any new game must be original. It has to possess elements that have never—or at least not in this particular combination—been part of a game before. **That is true but not entirely in our situation. There are a lot of "copy" games that made a good money to the developer ...
-Surprise
A game should be rich in surprises. Repetition in sequence, progress, and events should be strictly avoided. **This is the exact reason why I stopped my project. I've completed about 90% of it and than just trashed it. Because gameplay was not changing. It was like "Crimsonland" but for 50 levels, on same backgrond, against one type of enemy. It is sad that I have even completed 90%!
-Uniformity
The title, theme, format, and graphics of a game must give a unified impression. **That is a thing that users don't look for in particular. But, when this lacks they become excessively disturbed. That is why this is one of the most important things.
-Tension
Every game has its own unique tension curve. But long periods of relatively low tension must be avoided in any game. The following is an illustration of a common tension curve **Like mos of us do. Like in the new "Mini Cannon" or "Gravitrixx" which are level based and start at easiest:
<img src="http://www.thegamesjournal.com/photos/GoodGameGraph2.jpg" />
This illustrates a linear increase in tension. Game A is preferable because it begins at an initial level of tension. To achieve this effect, one can shorten a longwinded opening and make sure that players get to the most interesting game-play right away. This has the desirable side effect of shortening the game.
<img src="Uhttp://www.thegamesjournal.com/photos/GoodGameGraph3.jpg" />
This graph illustrates two games with multiple tension peaks. Game A with more frequent peaks and less-pronounced valleys is the better, more interesting game. **This can be achieved by making some boss-levels at every "X" levels.
-Are good games necessarily successful?
Unfortunately, no. There are many good, even great, games that have had little or no success.
There is more to a successful game than just being good. The game must be introduced to the market in the proper way. Marketing and advertising are of the essence, although even those strategies can do little to boost a game that does not reflect current taste.
**
In the most simple form;
-You have to have a great game idea.
-You have to have good graphics and sounds.
-It should have some uniqueness even at minimum levels.
-Your game should be long enough and should not bore the player after 30% of the game finished.
If I had "the great idea", I would make the rest of the list come true. But can't find any... Sometimes I do come up with an idea but its uniqueness makes me not to do it. I'm always afraid of it is not getting sold or even liked. You now the time and effort we put in games. (I'm not talking about "made in 5-10hours tiny apps that tricks the customers to buy it". I'm talking about "The Secret of Grisly Manor" type thing.. (Or others that became successful.) None of them were "radical" or "the most unique" but they did it and they deserved it..
I don't think I'll be using GS until the weekend. Just a little break Please add your comments.
Well.. Games like Rage, Assassin's Creed or Harry Potter becomes successful easily, that is no surprise. I'm not talking about those "type" of games. I'm talking about indie games, the ones from freelancers (like us!). A successful game should have according to Wolfgang Kramer;
-Originality:
Any new game must be original. It has to possess elements that have never—or at least not in this particular combination—been part of a game before. **That is true but not entirely in our situation. There are a lot of "copy" games that made a good money to the developer ...
-Surprise
A game should be rich in surprises. Repetition in sequence, progress, and events should be strictly avoided. **This is the exact reason why I stopped my project. I've completed about 90% of it and than just trashed it. Because gameplay was not changing. It was like "Crimsonland" but for 50 levels, on same backgrond, against one type of enemy. It is sad that I have even completed 90%!
-Uniformity
The title, theme, format, and graphics of a game must give a unified impression. **That is a thing that users don't look for in particular. But, when this lacks they become excessively disturbed. That is why this is one of the most important things.
-Tension
Every game has its own unique tension curve. But long periods of relatively low tension must be avoided in any game. The following is an illustration of a common tension curve **Like mos of us do. Like in the new "Mini Cannon" or "Gravitrixx" which are level based and start at easiest:
<img src="http://www.thegamesjournal.com/photos/GoodGameGraph2.jpg" />
This illustrates a linear increase in tension. Game A is preferable because it begins at an initial level of tension. To achieve this effect, one can shorten a longwinded opening and make sure that players get to the most interesting game-play right away. This has the desirable side effect of shortening the game.
<img src="Uhttp://www.thegamesjournal.com/photos/GoodGameGraph3.jpg" />
This graph illustrates two games with multiple tension peaks. Game A with more frequent peaks and less-pronounced valleys is the better, more interesting game. **This can be achieved by making some boss-levels at every "X" levels.
-Are good games necessarily successful?
Unfortunately, no. There are many good, even great, games that have had little or no success.
There is more to a successful game than just being good. The game must be introduced to the market in the proper way. Marketing and advertising are of the essence, although even those strategies can do little to boost a game that does not reflect current taste.
**
In the most simple form;
-You have to have a great game idea.
-You have to have good graphics and sounds.
-It should have some uniqueness even at minimum levels.
-Your game should be long enough and should not bore the player after 30% of the game finished.
If I had "the great idea", I would make the rest of the list come true. But can't find any... Sometimes I do come up with an idea but its uniqueness makes me not to do it. I'm always afraid of it is not getting sold or even liked. You now the time and effort we put in games. (I'm not talking about "made in 5-10hours tiny apps that tricks the customers to buy it". I'm talking about "The Secret of Grisly Manor" type thing.. (Or others that became successful.) None of them were "radical" or "the most unique" but they did it and they deserved it..
I don't think I'll be using GS until the weekend. Just a little break Please add your comments.
Comments
However CBT your analysis is great, and I think someday you'll create a great game!!
This is a really great post! Definitely something that anyone interested in independent development should read. Thanks for posting this!
- Yodapollo
Thinking money,the faster are the most successful, but the game took longer to get done is what has more reviews and more stars. All they brought me great experiences including interviews to local newspapers.
Marcos Riffel
www.marcosriffel.com
-You have to have good graphics and sounds. Great point and thank you, I hope that too.. No, thank YOU for making this great tool. I understand. But, who can say no to a "Angry Birds" success?