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
There are some tits on the box.
If you think this article is awesome, wait until my submission hits; "Why is water wet?".
You mean, because they're either well marketed or well marketed.
2006 top ten:
Madden NFL 07 - PS2
New Super Mario Bros. - DS
Gears of War - Xbox 360
Kingdom Hearts II - PS2
Guitar Hero 2 Bundle- PS2
Final Fantasy XII - PS2
Brain Age: Train Your Brain - DS
Madden NFL 07 - Xbox 360
Tom Clancy's Ghost Recon Advanced Warfighter - Xbox 360
NCAA Football 07 - PS2
2005 top ten:
Madden NFL 06 - PS2
Pokemon Emerald - GBA
Gran Turismo 4 - PS2
Madden NFL 06 - Xbox
NCAA Football 06 - PS2
Star Wars: Battlefront 2 - PS2
MVP Baseball 2005 - PS2
Star Wars Episode 3: Revenge of the Sith - PS2
NBA Live 06 - PS2
Lego Star Wars - PS2
2004 top ten:
GTA: San Andreas - PS2
Halo 2 - Xbox
Madden NFL 2005 - PS2
ESPN NFL 2K5 - PS2
Need for Speed: Underground 2 - PS2
Pokemon Fire Red - GBA
NBA Live 2005 - PS2
Spider-Man: The Movie 2 - PS2
Halo - Xbox
ESPN NFL 2K5 - Xbox
Out of the thirty possible, there are only three games that are not sequels or licensed content: (Halo, Brain Age, and Gears of War). 1/3 are EA Sports titles. That's pretty sad.
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.
You can thank Jack Thompson and Hillary Clinton (among others) for high GTA sales. Tons of publicity, making it the "maverick" game to play. I bet if a Senator had asked for a probe into Psychonauts, it would've sold a few more copies.
"It is a miracle that curiosity survives formal education." -Albert Einstein
And in exactly that order.
You can pump a mediocre game into the heavens by throwing a truckload of money into its marketing. It's even enough to hint at what you would probably play, as long as there is action and as long as there is ground shaking graphics. Whether that would need a 10 GHz machine with a graphics card that becomes available somewhere in late 2010 doesn't matter. It looks great. And the marketing spin does the rest.
Name is another reason. There was a good game that sold, so this will too. Civilisation IV would have bombed without the Civ-tag to it. Duke Nuke... ok, ok, no bad jokes, I promise. Everquest 2 is a very average fantasy MMORPG, really vanilla and bland, but it has the EQ name. Generally, you can sell a game that has a great name, even without too much marketing spin. People will even preorder it, without even having seen a single screenshot, the game can already sell its first batch of copies before you started coding.
And finally, quality. Quality is the poorest seller, and it's amazing how many high quality games collect dust on the shelves simply because nobody ever heard about them. Quality is a seller once someone starts a hype around them, starts recommending them and thus it sells. But this kind of "marketing" is getting more and more out of fashion. Studios prefer to pump their money into marketing instead of programming, and squeeze out yet another "graphics enhanced" version of the same old game to trying something new.
Well, people, we get what we buy...
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
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!
Microsoft Windows, and TV with its crap "unreality shows" is proof that good is not equal to popular. Popular is (almost) all about marketing. SOMETIMES they overlap, aka the iPod.
NOW, if you want to know what constitutes a _good_ game, then EVERY game has 1 or more of these properties:
* Acquisition
* Communication
* Competition
* Cooperation
* Creation
* Destruction
* Environment that is interesting
* Execution -- how well the game executed its principles
* Exploration
* Fun
* Navigation
* Organization
* Pattern Recognition
* Strategy (Problem-Solving)
* Tactics
* Trade
Bridge is a popular card game because it is one of the rare card games that has both Competition & Cooperation at the same time, amongst Acquisition, and Communication.
Tetris is a good game because it has: Strategy, Tactics, Navigation, Pattern Recognition, Organization.
Counter-Strike: Competion, Cooperation, Destruction, Creation, Communication, Navigation, Exploration, Organization.
World of Warcraft: Every single property!
But what do I know, I'm just a game dev.