You have a great statement with your previous post and I'm sure it is possible to make a game appealing as much to "core" gamers as to "casual" gamers.
However, as it is the case with all the other media examples you brought in your round table entry, that game is going to be a rare masterpiece, the work of a genius. And there is no recipe for that kind of success.
Now that I'm thinking about it, Simcity back in its days and The Sims kind of bring core and casual together. Let's see how Spore does in that matter, but my guess is that if Robin William can have a load of fun playing it (http://www.youtube.com/watch?v=V5TXEUiR1Xk), anyone could enjoy.
It is harsh, and basically I´m warning myself. As you said, there´s no recipe for products like that, and attempting to make something like that based on such a simplistic formula could end in middle-of-the-road games. Or at least those assumptions shouldn´t be the starting point for your game design.
"Forcing a blend between mass market and niche makes "mass-core" games?"
Maybe "casu-core" games?
I think you're stretching logic because you're afraid of failure. Obviously, you want a slope that is initially gentle then deepens at an agreeable pace.
I agree with you. I was being cynical in my haiku because I fear this kind of failure, as you describe it, myself. I know games like this can be successful - there are some examples around that prove it.
4 comments:
medio-core? that's harsh. :)
You have a great statement with your previous post and I'm sure it is possible to make a game appealing as much to "core" gamers as to "casual" gamers.
However, as it is the case with all the other media examples you brought in your round table entry, that game is going to be a rare masterpiece, the work of a genius. And there is no recipe for that kind of success.
Now that I'm thinking about it, Simcity back in its days and The Sims kind of bring core and casual together. Let's see how Spore does in that matter, but my guess is that if Robin William can have a load of fun playing it (http://www.youtube.com/watch?v=V5TXEUiR1Xk), anyone could enjoy.
Hello Kevin!
It is harsh, and basically I´m warning myself. As you said, there´s no recipe for products like that, and attempting to make something like that based on such a simplistic formula could end in middle-of-the-road games.
Or at least those assumptions shouldn´t be the starting point for your game design.
Thanks for your comments!
Wouldn't it be
"Forcing a blend between
mass market and niche
makes "mass-core" games?"
Maybe "casu-core" games?
I think you're stretching logic because you're afraid of failure. Obviously, you want a slope that is initially gentle then deepens at an agreeable pace.
Hello Patrick! thanks for your input.
I agree with you. I was being cynical in my haiku because I fear this kind of failure, as you describe it, myself. I know games like this can be successful - there are some examples around that prove it.
But anyway, I needed 17 syllables :)
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