Game Design for a Younger Audience
Gamasutra.com is running an article entitled Shaping Ty the Tasmanian Tiger 2 for the Younger Market. Beyond the interesting dilmmas associated with designing for a younger audience, the article is a good examiniation of following up on a successful franchise without alienating your fanbase. From the article: "Aiming towards a young market with family friendly content doesn't mean you have to make a game without all the exciting features adult gamers come to expect in a premium title. This time around, we were determined to include some of the ideas that didn't make it into the first game (like more giant robots and vehicle based missions), and concentrate more on the "action" elements of platformer games. "
Although Slashdot users do procreate (anecdotal evidence only I'm afraid) and enjoy games, a story about the design goals and focus testing of a young kids videogame doesn't quite seem to fit in with most stuff on this site.
However, there were some valid points in the article:
1. Kids don't like dumb games (dumb as in low quality)
2. Game reviewers working for game review publications don't care for kids games as much as kids do (I doubt Family Fun Magazine would rate half-life 2 very high).
3. Lower priced games sell more than if they were more expensive.
I!! dig giant robots...
You!! dig giant robots...
We!! dig giant robots...
Just!! dig giant robots...
Nice.....
That should be the #1 rule. Don't dumb anything down. Just refrain from using adult content (ie: boobs, gore, immoral behaviour, etc).
As for game play, keep it sophisticated without being overly complicated. (Heck, even adults like things "complex but simple").
Great examples of game design for kids is the Banjo Kazooie series.
The second part of the article talks about using focus groups to test and refine game design... in this case, the focus group ( and some of the lessons learned ) are specific to the age range, but really, it's just standard focus testing stuff.
As to some of the other comments, like reviews and game ranking, well... when you've developed a product that you know doesn't target the strongest demographic of your market, you *know* it's not going to be the top seller. Same deal with character tie-in games: the SpongeBob SquarePants games may be great, but nobody working on them need be under the illusion that they're working on a game that will end up top-selling; it's just not going to happen.
As far as the reviews go, when there is a kid-centric game review publication, there will be 'fair' ratings for kid-centric games. Until then, reviews will be targeted to the reviewing publication's target audience... and will be skewed if that audience is not the same as the one you've developed a game for.
Anyone notice this article is dated "January 19, 2004"? That's 2004, not 2005.
Just saying.
Insert obligatory comment about Nintendo being "kiddy" here:
The article was a nice read. It isn't that often that a developer tells you about their experience. While it wasn't that indepth, it covers enough topics to make it worth reading.
Their point about reviews was valid though. It seems that nothing is reviewed for what it is, but rather on everything that it isn't.