I guess we're all someone's Giorgio a little x), i imagine this universe where in the future humans find aliens, and realize that 1 time Giorgio was indeed correct, and they mention it much more than the other time it was not so clear, and even forget about those to the point where they remember him as a great visionnary, and there's this weird guy that keep claiming the true story but people mock him with meme x).
I have seen some time ago infuriating videos from editors/publisher addressing indie game devs by telling them their product will be judged on their "USP" unique selling point, and how it is important to make " a product that you can describe easily to the publisher because then it is the one that will have to sell it to clients and if your game is very weird and unlike any other it will make its job harder to explain it to potential customers".
I had that in mind when watching your video, and some learning in marketing
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, i was pleased to hear something that sound more like what i'd like to hear from game devs if i'm going to play the game afterward
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, it leaves much more room for creativity
tedbendixson wrote: Fri Jun 07, 2024 7:39 pm
The cynical marketing tactics that make a game like Candy Crush successful, in my opinion, come down to exploiting our evolved instincts. Gambling, obviously, is the first thing that comes to mind. Many casino games have no depth, but they engage us nonetheless because we have an instinct that prefers risks over straightforward rewards.
Marketing people could say they provide "hope", casino is "hope" of getting rich like gambling. Or "dopamine shot" / "adrenaline" which would be exploitation of human physiology. With the risk/reward mechanism. Games could exploit those to make up for the lack of depth to a certain extent i think, not much "risk" in Candy Crush, but constant shiny reward, i mentionned the audience as also a key, because not all "players" will search for a game that have "depth", and so the lack of it won't necessarily prevent them from finding such public.
In casino things that are important would be ( i suppose ) "how much time a player play in a sitting ?" , "how much money a player carry for a session?", "how often does drink are needed?" and all sorts of questions that have nothing to do with the game themselves but all to do with the customer. ( since games are mathematical, identical from one casino to another , there's not much way to distinguish oneself here for a casino compared to another one)
I have watched your video "why i stopped playing your demo", and i think part of what i could have said you are already aware of it, the strategy to make a player engaged in a game and have fun despite maybe the initial phase of learning, i learned a few stuff
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, i don't mind if you want to use the comments, the ideas, or whatever, no credit required for another video x) I felt it was related, sort of "what are the emotionnal lever that are activated when a player engage in the activity of "playing the game"".
Part of it are the personnal motivation of the player, which are beyond the game, some players play to kill time / have some fun , to have some mental stimulation, to relax, "to win", to compete, to get reward, to build something overtime, to learn , to engage with others and so on ...
That's from marketing angle of view, but it can extend to art direction, to create some logical association, if you have defined the audience, and what you want to provide to them, you can use "their" reference to convey things. ( betting app typically advertise how a winner look like depending on their target audience, the vocabulary and visual look too, depending on different countries for example). I'm not saying it's useful to make good games, but it's a line of reasonning that's out there, applied to the "industry" that maybe other member of your audience have heard of or will when making a game.