This document discusses how trends in the video game industry can impact the success of new games. It uses the example of the game FRU, which sold less than 10,000 copies despite having no direct competitors in the Kinect market. The document argues that while FRU's concept may have seemed original at creation, it was released after the trends of puzzle platformers, party games and Kinect games had become saturated. Developers are advised to study current trends but not follow them directly, and consider timing their release before a trend becomes oversaturated if the game's concept relates to that trend. Shortening a game's length is presented as a better option than compromising creative vision, to better reach players as trends are changing.
37. Well.
There’s an estimated 4 million Kinect V2 out there.
Even if the amount that were sold back, thrown away, lit on fire is 50%...
10.000 / 2.000.000 is still quite low.
And in a market with basically no competitors!
38. Well.
Don’t let your subjective perception of a market fool you.
Do your research!
39. Well.
1. Maybe it’s a bad game?
2. Maybe players do not like it?
3. Maybe the marketing was bad?
4. Well, it is a Kinect game.
60. But wait.
While it’s true that games belonging to the same genre can be completely
different from one another, the public will always catalogue them in genres,
binders and labels.
We are interested in the public’s perception of the game’s high level concept,
not the game itself.
Video games critics are not your audience ;)
82. Kinect Games
Give the hate around it, it might not seem that Kinect games were
ever a trend.
Yet that would be a mistake: you’d be judging the peripheral from
YOUR point of view, rather than its audience.
83. To get back to FRU…
Puzzle Platformers
Party game
Kinect games
“Indie games”
92. Big question #1
What you are doing might be original NOW, but will it be once the
game is out?
This is obviously a question for the start of your project, but there a
couple things you can do if you realise this too late.
97. Takeaway #2
Don’t make a shorter version of your game.
Make a new game that follows your vision but happens to be shorter!
98. But what if there’s no shorter version of my game?
What if I don’t care about sales?
What if I have a vision and I want to express it?
99. In conclusion
• Your game’s quality matters, but so does the timing of your release
• Look at where the market is now, and where it will be when the game is
out
• Can you make a shorter version of your game? If so, that’s always the
best alternative.
• Use SteamSpy, read Gamesindustry.biz, look at what the big publishers
are pushing right now
• Don’t make a Kinect game