I decided to start writing about my ideas of what game
design entails. Game design is not an exact science or mathematical formula.
However we can study it as a subject and try to learn some ways to approach game
design that can help promote a successful design theory. Game design to me
boils down to creating many solutions to a single problem and then seeing what
best addresses all the issues presented. There are many different aspects of
game design that all contribute to the success of a game but this post is only
going to pertain to a small but important aspect, the target audience.
One of the first decisions you should make as a game designer is to decide on your primary audience. People like to believe that they are individually unique which is true but they also tend to share a lot of similarities. Companies spend vast amounts of money and time on market research to learn more about their customers. As a game designer you should tailor your game towards a specific market segment. You can try targeting more than one type of audience but it can leave the users dissatisfied with the overall experience. Trying to appease everyone will leave you with a game that has satisfied no one.
One of the first decisions you should make as a game designer is to decide on your primary audience. People like to believe that they are individually unique which is true but they also tend to share a lot of similarities. Companies spend vast amounts of money and time on market research to learn more about their customers. As a game designer you should tailor your game towards a specific market segment. You can try targeting more than one type of audience but it can leave the users dissatisfied with the overall experience. Trying to appease everyone will leave you with a game that has satisfied no one.
Choosing an audience depends on a number of factors. If
you’re designing a game for a firm chances are they are trying to increase
their profits through the game. So then you need to figure out which audience
would be able to best support the profits needed. Sometimes a firm will need to
make an educational game which already has an intended audience. If the project
is something more personal then you can decide who you would like to play your
game and then tailor the experience around them. You also have to take into
account your specific skill set and how they translate to different audiences. Let’s
take for example someone who can design very challenging levels that require a
specific set of skills. This designer’s skills would be better suited for a
more traditional and skillful player than someone who prefers to play casual
games.
After you decided on a primary audience you should then
understand their needs. Your goal from this point on is to design a game that
is tailored towards your target audience. You need to learn as much as you can
about what they enjoy, how they play, how often, how much time they dedicate
per session, the different genres they play and their skill level. The better
you understand your primary audience the better you can mold your game to their
needs.
You should begin to design your game while catering to their skill level. The earlier sections of the game should be slightly easier so that players can be introduced to the ways your mechanics work and to ease them into your game. Frustration early into a game will make your audience annoyed and they will most likely avoid playing the rest of the game. When I refer to difficulty here I am referring to it as a relative value. An easier difficulty means that it should be something easier for that target audience. So an easy level for a skill traditional player could probably be something that would be a medium or hard level for a person less familiar with the genre. Difficulty should slowly ramp up as the player continues through the game. The audience should be able to gradually increase their skill as they continue to play slightly harder levels.
You should begin to design your game while catering to their skill level. The earlier sections of the game should be slightly easier so that players can be introduced to the ways your mechanics work and to ease them into your game. Frustration early into a game will make your audience annoyed and they will most likely avoid playing the rest of the game. When I refer to difficulty here I am referring to it as a relative value. An easier difficulty means that it should be something easier for that target audience. So an easy level for a skill traditional player could probably be something that would be a medium or hard level for a person less familiar with the genre. Difficulty should slowly ramp up as the player continues through the game. The audience should be able to gradually increase their skill as they continue to play slightly harder levels.
Listening to your audience is probably one of the most
critical skills a designer needs. As a designer, you should be constantly
visiting forums and reaching out to your primary audience. You should look at
similar games to the one you are designing and see what your primary user’s
enjoy and what they loathe. You need to be able to listen to their feedback and
understand what they really dislike about it. If they tell you that the game is
too hard, then maybe you should try to change the section so that it eases them
into the area. Maybe they find your game too similar to other alternatives. You
should then try to find out what other types of games they enjoy and try introducing
those mechanics into your game. Everything revolves around trying to appease
your audience.
Knowing your audience is one of the most important skills a
game designer needs. The scope of this post does not include everything you
need to know about your audience but it does address what I feel are some
important points. I’m sure in the future I’ll continue to address a few more
ideas about a primary audience but I feel like this post should provide a
certain way of thinking when designing games. Hopefully I will continue to
provide some of my insight toward game design fundamentals in the future.
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