๐ง๐ผ๐ฝ ๐ญ๐ฌ ๐ฅ๐ฒ๐ฐ๐ผ๐บ๐บ๐ฒ๐ป๐ฑ๐ฎ๐๐ถ๐ผ๐ป๐ ๐ง๐ผ ๐ฆ๐ผ๐ป๐ ๐๐ป๐๐ฒ๐ฟ๐ฎ๐ฐ๐๐ถ๐๐ฒ ๐๐ป๐๐ฒ๐ฟ๐๐ฎ๐ถ๐ป๐บ๐ฒ๐ป๐/๐ฃ๐น๐ฎ๐๐ฆ๐๐ฎ๐๐ถ๐ผ๐ป
๐ฃ๐ฎ๐ฟ๐ ๐ญ/๐ฎ:
๐ต#1) Don’t make a multiplayer/live service game without an offline single player story/campaign attached to it, even if it’s as short as 10 hours long.
This creates a world and characters for the players to be invested in and care about that would then aid the main focus of your game, which is the multiplayer. Most people might just jump right into the multiplayer to begin with but there will ALWAYS be a significant percentage of the potential multiplayer audience that won’t care about the multiplayer, no matter what genre it is, until they care about the world first. Using cutscenes/vignettes without having a single player offline story mode (See: Concord) is not sufficient. Additionally, even if a percentage of the audience only plays the short 10ish hour long story and never touch the multiplayer you will still make a sale for that game at $40-$70 at the cost of a relatively inexpensive single player story as opposed to the more expensive 20-30-100+ hour long stories that your main narrative driven games offer.
๐ต#2) Invest more in your 3D Platformer mascots to bring in a larger portion of the kid & family friendly audience that Nintendo has almost completely captured. Buy Spyro & Crash from Microsoft. Acquire or establish several studios dedicated only to making family friendly Mascot games like Slycooper, Ratchet, Jak, MediEvil, etc and have enough of them to be able to release at least one of these a year, alongside the more mature narrative focused games that you are best at.
๐ต#3) Make more couch/local co-op games and include co-op options in some of your single player games.
๐ต#4) Acquire or create studios dedicated to making W-RPGS AND Studios Dedicated to making J-RPGS. If the RPG has companions, allow for split screen 3rd Person local Co-Op AND Online Co-Op. Not all RPGs with Co-Op should be top down/isometric view, like the mass majority of them have been. Make more RPGs that can switch between Top Down Isometric, 1st Person, and 3rd Person view.
๐ต#5) Acquire or create studios dedicated to making all different genres of games to fill gaps in your portfolio.
๐ต#6) Increase the distance of time between a game releasing on console and coming to PC to be 1 Console Generation later instead of 1-2 years later. With this strategy, you can double dip on revenue for a game without incentivizing anyone to leave your console to go to PC or wait for the PC Version. Additionally, some PC players will buy consoles because they will truly be an entire game/gen behind.
๐ต#7) Don’t make unattractive characters under the false and pretend guise of wanting to be “realistic.” The fans KNOW it’s not for that reason so stop doing it. The world is full of diverse looking people but if you want things to actually be realistic you need to ask yourself a simple question: “Would this person actually be in this situation and be able to do what they’re doing?” AND if the character you are creating is an already existing character from a pre established IP you must ask “Is this the best looking version of this character that we can depict?” If the answer is โNoโ then change it. If the answer is โNo, because we want this pre-existing character from this iconic IP to look more โaverageโโ then don’t do it. Some of these things don’t have to apply to Fantasy worlds where magic can overcome the restraints of physical reality but even in those cases, it’s important to remember that people like playing as attractive characters and there’s nothing wrong with that. There shouldnโt be a ban on using plain or unattractive characters but you should just take more time to consider why you want to do that. If it’s for meta ideological reasons, as opposed to serving the game itself, then don’t do it. In addition to all of this, be more introspective and honest to yourself about art design.
Source by William R. Aguilar
