Why Do Games Sell?
simoniker writes "Game designer Pierre-Alexandre Garneau has published a new article compiling a list of factors that make games popular, and although he notes: "The test assumes that the game is good — if it's bad, chances are it won't sell no matter how high it scores on this test," his comparison of GTA 3 and Psychonauts tries to apply common-sense reasoning to why one sold well and the other did not."
Marketing.
I've been a casual player of GTA for years, and I imagine a well established fan base is a huge factor.
Who was the clever chap who said "Give the public what they want" ?
Do not try to read the dupe, thats impossible. Instead, only try to realize the truth
What truth?
There is no dupe
You mean, because they're either well marketed or well marketed.
Great! Speculation mixed with after-the-fact analysis.
This should all be nothing that a good marketing campaign can't handle. Notice how all the questions are very fuzzy, you can interpret them in any number of ways and answer them favourably for any game on the market.
Some examples
Sims: you can play.. people, leading... ordinary (quote, unquote) lives. Doesn't look especially nice, not based on anything well-known. Initial target market: Who knows? Girls? Kids? Yes, afterwards it turns out everyone and their dog plays Sims. Social uniqueness: it was funny that I could exchange Sims with other savegames.
Sims: Big hit.
Commandos: does not stand out at all, even at the time. Looked rather dull, with its faux 3D. Gameplay was nice but you had to use the keyboard for fast movement in the later levels, so not really for the inexperienced gamer. No social play. Communication of idea: "you blow up enemies in WW2", so much for standing out, right? But wait: this is in 2D! Game is based on a known idea only in so much as it is a WW2 game and view from the top 2D, so rather something to avoid. Target market: fuzzy question. You never really know who turns out to be a fan, right? So, anyone who likes Starcraft?
Commandos: Big hit.
Nothing like getting a lecture from one of game development's leeches - 'game designers' aka level monkeys.
Wanna know why your game costs 60 bucks? Overhead.
Overhead is the number one issue in game development. Teams are filled with clowns like this guy and a million different types of talentless producers and other dead weight. Add up their salaries over a couple year project and you have a massive amount of cash you need to make back in game sales.
Personally I hate sports video games. The only ones I've really ever found myself enjoying (so far) are Techmo Bowl (NES) and Virtua Tennis (DC) and Gran Turismo 3 & 4 (PS2).
It's like Lego hooking up with the Star Wars franchise. Lego is cool. Star Wars is cool. Make Lego Star Wars sets and everybody wins. The three largest (if not more) Lego sets ever produced are all Star Wars - the newest of which is brand new (~5200 piece Millennium Falcon!!).
So if you want to dethrone EA Sports as the largest 'genre' of popular games you need to find something that is as popular with people who like video games as sports and start producing good games. I'd suggest Star Wars, but they've pretty much fucked up that industry with games that continually fall short.
No sig for you. YOU GET NO SIG!
Well marketed crap is still crap.
Starcraft is still being sold, now over 8 years past it's release date because it is a great game. There are a lot of games that were marketed harder and not as profitable.
Sorry, I don't have numbers or names to back this up. I'm looking forward to seeing some replies with well marketed busts and less marketed winners.
Phil
Laugh, it's good for you!