Providing what people want to buy?

Published August 06, 2011
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I want to go into this a bit. Some people just can't seem to grasp anything about game design. So I will go over something very simple, and for this reason you might miss it. Don't worry, grown ups and kids like to miss the simplistic things because they want over complicated formulas and junk. You simply plug and play information you gather and just design your game around it. Nothing hard to do, but some people are like "WHAT!?!"

Your game has to be a problem solver. That doesn't refer to puzzles, that refers to solving real world problems that are in demand for solutions into your game. Your game has to solve a problem, and the more common and larger that problem, the more money you will make. People like immersion, so your game can be dsigned around a specific PR Data about a region of players for that type of immersion. You can then go as far as adding depth or levels of the mechanics, visuals, and sounds into your game to provide that "feeling" people want. You can make it "friendly" to everyone by allowing them to be able to "ease" or "welcomed" into it. What? Subconscious and conscious levels of coordinated design into your game. Why PR Data? You want to make sure you are providing a solution to what that certain "pr data" wants. That's how you invent money, you provide a solution at a reasonable price for people to buy.

Nothing is easier. Let's do another example of how this works. I want a hot dog really badly, but I don't like mustard or sour cream. So I go to a place that provides me that hot dog the way I want it. I don't go to McDonalds because they don't serve hot dogs. I go to a restaurant that solves my problem, and pay for their solution which is the hot dog I wanted. Now let's see, how can this be applied to games? Isn't there already so many games out there that I can't compete?

Wrong! You can compete as long as you take it back to the core of solving people's problems. You want to make a adventure game? Add depth of adventure to it, incorporate your PR data into the core of the game, and then deliver the quality they want it at. As long as you solve their problem, you can make money. Now the trick is to gather up data on every other adventure game and find out what you can innovate on. You can take the small things, revamp it, and as long as it doesn't create any problems or doesn't fit into your design then your fine. If it does, don't add it and don't try to change your pr data to add it. You want to be able to add a depth of 3 levels to your games visuals, mechanics, and sounds. This will add immersion and quality to your game.

You don't have to be a psychological major to know what people want. You just need a good eye and a awesome mind. If you let fear or sloppy work ruin your goal and dreams, then don't bother. Games should be made of quality, and no matter how many 3d or 2d games online publishers or stores get, your game can always be on top of everyone else. Remember also, that as a indie, your word of mouth and advertising data is needed. There is a big difference from letting big pr firms spread word of mouth for you, and just letting random people do word of mouth.
0 likes 1 comments

Comments

zarfius
Makes perfect sense. Just one question, maybe a stupid one, but what does PR stand for?

Kinda makes me want a hot dog ;)
August 07, 2011 10:54 AM
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