Picking a genre with the highest revenue potential and going with it is how XBLIG ended up with a billion Minecraft clones before the marketplace died.
Amazing and underrated video detailing how to research game design perfectly! After all - liked you pointed out - market research really is to truly understand the shortcomings, failures, successes and highlights of waht you're going to compete against. I find it so awesome that you mentioned and went into detail into the fact that it's important to not just recognize what makes a game great and stand above the rest, but also to recognize what could've been done differently based on the audience that you're making the game for - they're the ones to want to play the game to begin with, of course they'd want to be adressed, and so making your game based on that is not just bound to attract players who feel heard, but also teach you how to recognize whether mechanics and aspects of your game fit and whether people would enjoy them. Clever video! (also love the jab on HTMAG and people who make slop, it made chuckle)
To be clear, HTMAG is a great resource, but it's just one part of what you need to be looking at. I'm sure Chris Zukowski would agree as well. The real problem is the shovelware devs that think market saturation and revenue are the only datapoints that matter.
Great insightful video! I recommend that you change the title to "How to do Market Research for Gamedev" or "How I do Market Research for Gamedev" to tap into a broader audience. For now, mostly only people who know about The Last Craftsman will click on this video if recommended I think. Also, I recommend putting some effort in the thumbnail, I really think that you have made a video that is very helpful to others and has the potential to be more popular.
None of this explains market research, you are only showing off how good you are at improving features from other games. I'll quickly summarize the video for others: look what people are complaining about in games similar to yours and improve that.
Yea, that's an accurate summary, but that's also what market research is. There's a common misconception that market research is just the economics of different genres, studying revenue charts to figure out where the money is. That only shows you which genre's are popular though, without any information on what makes them popular. Market research is more about dissecting player critiques and responding to those with your game design. I thought the best way to demonstrate that was with real world examples from my own game.
Picking a genre with the highest revenue potential and going with it is how XBLIG ended up with a billion Minecraft clones before the marketplace died.
Amazing and underrated video detailing how to research game design perfectly!
After all - liked you pointed out - market research really is to truly understand the shortcomings, failures, successes and highlights of waht you're going to compete against. I find it so awesome that you mentioned and went into detail into the fact that it's important to not just recognize what makes a game great and stand above the rest, but also to recognize what could've been done differently based on the audience that you're making the game for - they're the ones to want to play the game to begin with, of course they'd want to be adressed, and so making your game based on that is not just bound to attract players who feel heard, but also teach you how to recognize whether mechanics and aspects of your game fit and whether people would enjoy them.
Clever video!
(also love the jab on HTMAG and people who make slop, it made chuckle)
To be clear, HTMAG is a great resource, but it's just one part of what you need to be looking at. I'm sure Chris Zukowski would agree as well. The real problem is the shovelware devs that think market saturation and revenue are the only datapoints that matter.
@@CrazyHeckman shovelware devs are 100% the bigger problem yeah
definitely going to try to do this with my game. the solutions you outlined make a ton of sense
also commenting for the algorithm
Great insightful video! I recommend that you change the title to "How to do Market Research for Gamedev" or "How I do Market Research for Gamedev" to tap into a broader audience. For now, mostly only people who know about The Last Craftsman will click on this video if recommended I think. Also, I recommend putting some effort in the thumbnail, I really think that you have made a video that is very helpful to others and has the potential to be more popular.
Ah yea now that you mention it, I probably should put a little more effort into that stuff.
Gosh. I needed this video. TY
Happy to help!
None of this explains market research, you are only showing off how good you are at improving features from other games.
I'll quickly summarize the video for others: look what people are complaining about in games similar to yours and improve that.
Yea, that's an accurate summary, but that's also what market research is. There's a common misconception that market research is just the economics of different genres, studying revenue charts to figure out where the money is. That only shows you which genre's are popular though, without any information on what makes them popular. Market research is more about dissecting player critiques and responding to those with your game design. I thought the best way to demonstrate that was with real world examples from my own game.