RE: Different vs. too different was Re: Reviews (was RE: Indie games?)

Brian Hook <[email protected]> Wed, 26 Feb 2003 23:59:35 -0800
Newsgroups gmane.games.devel.design
Message-ID <[email protected]>
>it to some publishers their reaction was : "Turn based ?!? No one
>wants to play that ! It's long and boring ! Make your game real time
>!"

And this is largely what publishers said to Chris Sawyer when he was 
shopping around RC Tycoon.  Specifically, they were deriding the fact 
that it had no competitive aspect, lots of little people, and no 
blood or violence.  They felt such a game simply wasn't relevant.

So there are always opportunities when the big publishers simply 
refuse to believe that some market segments exist.

>hmmm... what about the "rewarding" factor in the game. It has been a
>long time paradigm to reward players with better graphics, more
>demanding enemies and improved items to keep him playing.

That's not rewarding as much as it is simply providing progressively 
greater challenges.  Obviously you want to do that, but at the same 
time you don't want to save your best stuff for the few players that 
find it by finishing a game.

Basically, first impressions count.

Brian




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