For a special livecast, I spoke with noted Game Economist Ramin Shokrizade about the subject of monetization in the game industry. We had a lengthy chat about microtransactions and their implementation in games today. We also spoke about pay to win design, and the ways of designing ethical monetization.
In the past we’ve talked about all manner of tutorial design and philosophy on Game-Wisdom. Such as: The elements of a good video game tutorial, how to structure it and so on. For today, we’re going to set all that aside and talk about one simple fact that many indie developers still haven’t grasped: Every game needs a tutorial.
“Grinding” in video games has gotten a lot of buzz lately with the push towards loot box and gacha design. When it comes down to it, the player should never feel like the game has become a grind; even if they are replaying levels or content. For today’s post, we’re going to look at two very different areas of focus that allow designers to mitigate the feel of grinding.
Over the years I’ve had the luck to speak to developers across the spectrum in terms of success. From those who just released their very first commercial game, to experts with decades of experience working in the industry. Their success in the industry is just as varied, and I had to talk to people about how the last two to three years of their life produced a game that no one wanted to play.
Everyone wants to talk about the big successes, underdog wins, and game changers, but rarely do we hear about the failures. For today’s post, it’s time for another sobering talk about the quickest way new developers fail in the Game Industry.