Wednesday, February 12, 2020

How to Build a Game (part 3/5)


Staying within the traditional design of a particular genre is fine if you like that tradition. It allows you to move forward with game elements that you are more excited about, whether it be programming your spin on gameplay or telling the story you want to tell. If you’re writing a video game RPG and intend to follow the conventions of that genre, then your story, your characters, and the battle gameplay will really have to shine to gain interest. It is vitally important, however, that you consider your target audience. If you just want to write the game because it’s what YOU like, then you may end up with a vanity project that is not incredibly marketable—it might only appeal to the people that happen to share your exact interest. It is of course important to make a game that you would like to play yourself, but it also has to be marketable to as many others as possible. Try to tap into what your potential audience might be interested in, and then give them that without compromising too much on your own vision. One danger to following all of the traditions of a genre, however, is that there are many, many others who are doing the exact same thing. All of these designers are relying on other elements to capture gamer interest in a very competitive market, whether it is through expensive production, attractive character art, impressive soundtracks and voice acting, or aggressive marketing. If you don’t think you can compete with any of this enough to be noticed, then you need your audience to see something unique in what you’re doing.

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