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How do you test the viability of a video game?

Discussion in 'Game Design' started by rooseveltrp, Jan 7, 2016.

  1. rooseveltrp

    rooseveltrp

    Joined:
    Jan 7, 2016
    Posts:
    1
    Hi,

    I recently got into Unity and Game Design. So far, I'm quite impressed how quick and easy Unity makes things for the game designers/developers. Other than my small projects, I want to devote some time developing an actual game or games.

    Those of you are pros or have already made successful titles, did you know beforehand that your game was going to be a success (sales, fame or both) or was it just a stroke of luck?

    I'm curious how you guys conduct market research, etc, if any, before spending all this time and money on building assets, the game itself, etc.

    Thanks!
     
  2. El Maxo

    El Maxo

    Joined:
    May 23, 2013
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    177
    Well I cant speak for great success when it comes to sales or fame, as I make games for clients who will keep it to them selves.

    But a way I have always done to see if something works well is make a quick inexpensive prototype, give it to someone to play and watch, don't say them, don't help them just watch. listen to what they say, what they moan about, what they praise, then iterate on that. Give that to someone else and do the same. Just make sure you get honest feedback ,really take it on board and don't get too attached to elements. The best way I have judged susses is that if you say someone they have 10 minutes to play the game, and they just play through that time (as long as their enjoying it).

    not sure if this was the advice you were asking for but have my 2 cents.
     
  3. tedthebug

    tedthebug

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    I haven't had success (yet, fingers are crossed) but I also do a quick & dirty prototype of the core mechanic & give that to kids to test. They are brutally honest. If it is more complex I make a paper prototype to test out the mechanics & interactions & then try to get people that play that style of game to test it e.g. Board gamers, rpg'ers, from local game groups or conventions.
     
    El Maxo likes this.
  4. LMan

    LMan

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    Jun 1, 2013
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    493
    I'm a lowly hobbyist myself with aspirations of the stars aligning and allowing me to do games all the time, but I'll put what i've learned out there gladly.

    There's a ton of factors that go into how successfully a game markets. Many of them are things you have no control over- there are many articles out there by people smarter than myself about how they made a quality game, checked all the marketing boxes, but still didn't sell. Sometimes, that's going to happen even if you do everything "right." That's why even really experienced developers try to avoid putting all their eggs in one basket- they try not to rely on just one project to keep them in business. Many times, they won't really know a game is going to be a huge success, and they are always planning for the case in which a game is going to be a complete failure. It's not a predictable success that keeps you afloat, it's sustainable practices over a long period of time.

    Prototype quickly- as in, have a playable prototype working within a week. If you still think it's fun, put it in front of friends, family, people at the DMV- but it still ultimately rests with your faith in the concept after you've prototyped it. Some games prototype terribly but end up being great. Some games prototype terribly because they are terrible. Telling the difference many times rests with your experience as a designer, your sixth sense as a game consumer, whatever you call it.
     
  5. Batman_831

    Batman_831

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    Oct 17, 2014
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    106
    Before beginning the creation of the game I have in mind that this time my game would be a succeful one, or atleast hope so. During the mid of creation, negativity arises. Everything looks bad and it feels like this one is going to be another crap. At the end, it again seems fine. People's reviews then influence the rate of success. Positive reviews motivate me to upgrade my game whereas negative reviews make me to leave the game and jump onto another.

    My point is that I never know if my game is going to be a hit, but if it does then I don't believe it to be a stroke of luck. It's matter of how influential your game was. It's a matter of comparison, how good your game is as compared to other games.

    And before completing my game, I always prototype. A mini version of my game to check 2 things - First, if I am capable of creating the game and second, if the game is worthy enough to be created. If any of these conditions do not meet then it's better to leave the game right away. I do not do market research though.
     
    Last edited: Jan 16, 2016
    GarBenjamin likes this.
  6. Gigiwoo

    Gigiwoo

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    When I started, I struggled with this. I felt I could surely achieve some small degree of success based on products like Angry birds - Surely, 0.1% of that would be achievable! As I released products, I had frustration after frustration. Successful or not, I never achieved those crazy numbers. Slowly, I began to acquire real experience. And slowly, I became better at predicting success. I understand why the only metric directly tied to income is the number of titles previously released. It makes perfect sense to me now.

    Eight products, numerous publications, and 4.5 years into the process, I made Game Design Zen. I predicted that the masses would ignore it, that a number of explorers would stumble upon it, and that some small few, would absolutely LOVE it. It's this last group, that is my audience. And, for the first time, my predictions were spot on.

    TL;DR - Grokking comes with the experience gained through LOTS of products. So, build LOTS of products - fail fast.

    Gigi
     
  7. ironbellystudios

    ironbellystudios

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    Jul 21, 2015
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    I always liked rapidly prototyping into flash games. Smaller market today than it once was, but you can really get a good feel for what is working and isnt (and how popular the game is) by releasing to a few of the key flash game sites. Then take what you learn and apply it to a larger game. Figure 2-3 months per game for a year and as Gigi says, 1 year later and you'll be alarmingly better at predicting (and making) more successful games.

    Or you could just get lucky. I'm lookin at you FLAPPY BIRD GUY. :)
     
    Gigiwoo likes this.
  8. Kiwasi

    Kiwasi

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    Funny that you poke at the flappy guy. He was doing exactly what you suggested in the beginning of your post. ;)
     
    Gigiwoo likes this.
  9. ironbellystudios

    ironbellystudios

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    Hah I am not poking him at all! I'm saying you CAN get lucky! Sad he kind of had a mental breakdown over the success though.
     
    Gigiwoo and Kiwasi like this.
  10. Kiwasi

    Kiwasi

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    Yeah, that always puzzled me. Perhaps we should use that as a cautionary tale for the next new dev that comes along wanting to make millions overnight. You might get lucky and end up with millions. You might also break over the stress of handling that much money.
     
    Gigiwoo likes this.
  11. tedthebug

    tedthebug

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    Like all those people that win the lottery. A large % are back to how they were financially after 2yrs because they don't know how to handle the money & waste it, get scammed, or forget ongoing costs of stuff they buy at the start.
     
    Gigiwoo likes this.