Lately I have been talking about new approaches in game design. How to understand the users (gamers), how to renew the business with modete risk and create something new? Even though I know a lot about the users it is not always easy to reach the target nor to present somewhat novel idea to the cynical gamers. It is always good to remind how difficult it actually is to try to understand the end users.
For example:
Joystiq.org wrote about Neves game on DS: "The original Japanese Lucky Puzzle is a classic example of a wolf in sheep's clothing. With only seven pieces, players had to construct a variety of shapes and objects. Neves is attempting to capture the brain teasing market that the DS seems to dominate. Like other brain games on the platform, the game is immensely easy to pick up and play. Multiplayer is also a surprising and fun addition to the game."
Sounds good?
And what do consumers have to say about this?
"Seems boring." (FI)
"Don't worry, the final build will feature explosions and naked women too =P" (Leo)
"Will the final version also include women whose clothing explodes off their bodies?" (lessbiasedthanmost)
Another funny chain of comments referred to difficulties people had with the voice recognition on Braintraining.
"Blue! Blue! Bloo, Bluu, Blew...*some time later* Paper, Paper, PAY-PURR, PAIPIR, pay-parrr...*some time later*" (Kye)
"How on earth are they going to put voice controls in it? =p "Select piece number eight... move left, left, left, up, little bit to the right..." ?" (bm)
Yes, it is a question of pitching, usability, marketing, game design, focusing on right target group etc. But still.. if we end up with "gaagaa-guuguu" or naked women in a puzzle game -- something should be re-evaluated! Anyhow - funny comments! I had a blast -- in a Monday afternoon way!
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment