Sunday, April 27, 2008

Attract vs alienate

So here's something to consider.

For each decision you make, how many potential customers do you gain vs alienate?

It's kind of obvious, that you want many people to play your game, so start thinking about how many players you think you may alienate with your choice rather then speculate what people want. It's a bit scary but very useful. Many ideas suddenly seem less awesome...

An example could be deciding art style: Everyone will be nude vs everyone will not be nude. Alienate vs attract - A lot of guys would be attracted but shitloads of people would instantly be alienated and would never go near the product. We'd better go with not nude. (I'm not trying to make a statement - just proving a point)

When in doubt you can try this as it often points you in the "right" direction.

Tuesday, April 22, 2008

A really good game

This is as simple as a tip. A game you should play if you haven't already. It's called Mount&Blade and I've been playing it for 3 days straight. Why is it cool? it has mounted combat, and it's damn good!

Observe how the horse's head respond to player input much faster then the body. Major discovery.

Sunday, April 20, 2008


I've changed so that anyone can post a comment. We'll see how it works out.

Thursday, April 10, 2008

Tuesday, April 08, 2008

The ancient gamer - Life

He who think of games as merely pressing buttons, might think of life as placing one foot infront of the other.