Showing posts with label Business. Show all posts
Showing posts with label Business. Show all posts

Wednesday, January 4, 2012

LostGarden - Game Genre Lifecycle Part 1



Quote:
The life cycles of game genres and the lessons that they teach us. 
Over the years people have bemoaned the rise and fall of various gaming genres, but there has been little analysis behind the functional processes that drive this critical market systems. 
Genres are a major defining factor in the creation of rich markets of avid gamers and designers ignore them at our own risk. We cannot assume that a genre will always exist, or that a genre will have competitive room for our latest title. A genre in the wane is a dangerous market where past success is no indication of future success. 
Equally important is the opportunity that genres present. If we can understand how genres arise and change over time, we can tilt fate in our favor by releasing and developing new titles that hit emerging genres with the correct timing and release strategies.

http://www.lostgarden.com/2005/05/game-genre-lifecycle-part-i.html

Raph Koster - Making Games More Cheaply


Quote:
There are basically two big things that drive a lack of innovation in games. The first of them is risk minimization. The second of them is risk minimization.
The reason I say “two” is because some forms of mitigating risk are undertaken with intentionality: purposely making a game that is a clone, for example. This isn’t always a bad thing — sure, sometimes it is done in order to capitalize on a market trend, but other times it’s done to learn how a given genre works, and in that scenario it’s a common and vital tool in a designer’s toolbox.
But this post is about the second sort of risk mitigation, which primarily centers around the fact that as games get more ornate, they get more expensive to make. High upfront costs push you naturally and inevitably towards incremental changes, with the biggest risks being taken on content rather than game systems. This is a pattern that leads inevitably towards “genre kings” — and the stage after genre kings tends to be stagnation and loss of audience reach.

http://www.raphkoster.com/2012/01/04/making-games-more-cheaply/