Game Development Community

Plan for David Myers

by Dave Myers · 02/11/2005 (5:53 pm) · 6 comments



Recently Joe at Bravetree and I were chatting about themes as it relates to marketing. When we put out our first game at 21-6 it was named Defense Net and was sort of themed around the concept of protecting Earth from falling colored balls. Woo boy, were we green. Needless to say, when we submitted it to Real for their arcade they came back with a strong suggestion to either (a) remove the theme entirely, much like Gamehouse's Collapse, for instance, or (b) spruce up the theme and make it solid, instead of the half-attempt we had made. Their suggestion was to remove the theme because according to their research it didn't matter if you themed or not, and it was possible not having a theme helped sales. So, we opted to remove the theme and changed the name.

I think that in a nutshell is how you need to look at your game when you are getting ready to decide on the final art and naming. Take a hard look at what you have. Is it "vanilla" (Joe's term) like you see in Marble Blast or Collapse? Or is it themed? If it's themed, or if you want to make it themed, make sure it's well-themed. What I mean by that is make sure that you haven't gone half-way. Either theme it thorougly, through and through, or don't theme it at all. This may seem obvious to a lot of people, but I think for many others they just dig into development of the game hoping to get it done and don't really have the instincts to make a clear-cut decision either way.

There's been a lot of discussion recently about just getting a game done, then worrying about marketing it. I agree with that to a large extent - it's better to focus on making a great game and get something done rather than get stuck worrying about whether it will sell or not. However, I think somewhere before you decide on the final art and theme and naming you have to take some of this into account. And don't be afraid to ask opinions of others, especially from those who have shipped or published/distributed games.

About the author

Considerable experience developing with Torque-based technologies and produced the first third-party game using any Torque technology (Orbz). Game designer, programmer, and producer, and credits include the innovative title Orbz and the colorful BuggOut.


#1
02/11/2005 (10:06 pm)
First Impressions are important. Getting them playing your game is the first step to getting your players having enough fun to buy your game.
#2
02/12/2005 (1:57 am)
wow, I have a theme and I didn't even realize it (turtles!)
thanks for the insight
#3
02/12/2005 (5:44 am)
Whats the definition of Theme though Dave? I'm still not quite sure what youre definition is here.

You mean artwork and backstory?

Interesting to think about it though. I mean, does the scale of the game affect this notion?

For a little puzzle game maybe its less important. But a more "generic" FPS game might not do so well.
#4
02/12/2005 (8:19 am)
Yep, I think of artwork and backstory when I think of theme primarily. For games like Think Tanks, Orbz, Marble Blast, it's pretty much artwork, as backstory is almost non-existent.

When I look at an FPS, I think you theoretically could create a "vanilla" game, but ...yuck. No, there it is imperative to thoroughly integrate a solid theme in, though again I suppose the backstory could very well take a backseat in certain cases (read: Quake).
#5
02/12/2005 (9:26 am)
When one thinks of vanilla, don't think of as 'lacking' .. think of it as approachable. When you walk into an ice cream store.. and ask for vanilla.. you know what you are getting into. You have some expectations of what vanilla is supposed to be.

When I try to wrap my head around it, I think about the difference between a movie like Pixar's 'bug's life' and compare it to PDI's Antz... Bug's Life was very approachable.. Antz had this weird dark Orwellian thing going on.. it was very dark, and IMO, not as approachable.

What this means in terms of art and backstory (backstory in the minimlist sense).. it needs to be something people can 'get' and buy into without any extra thought or work. If you take Zuma.. the ancient Aztec (or whatever) sounding name.. the iconography.. you got it.. you framed the theme, and you moved on to concentrate on the game. If anthing is out of whack or contraditory with the framing of the concept, it justs hits a wrong cord with the player.. and they struggle with the contradiction.. or struggle to figure out if the theme has any meaning or bearing on the gameplay.

In terms of the games we make.. it is about setting up expectations in the prosepctive player (those that might see a screenshot and like what they see) and then delivering on those expectations in the demo. People form a concept of what they expect the game to be based on what they see in the screenshots and read in the marketing text.

I think Marble Blast does this brilliantly.. it delivers on what you expect based on what you first see. I can only imagine the confusion of the player has Marble Blast been presented 'darkly', say for instance, if it had used an art direction style similar to Silent Hill.. it would leave most people viewing the shots thinking.. WTF?

So, it is the framing of the concept for the prospect.. what do you want them to think of the game.. and how do you connect with them. In a sales context, this is pre-qualifying the customer. if the presentation resonates with the audience you think it will resonate with, you are more likley to get a download (and convert them to a buyer if the game is good).

The game you make will determine the presentation.. it may not be wise to make it too generic, as a game cannot be all things to all people.. but it can at least be made accessible to the majority of people that may be potential purchasers.

@Joshua,

I think the 'Shelled' theme is great. Nice simple theme.. it has some humor, and it most likley will not get in the way of the gameplay.
#6
02/12/2005 (12:37 pm)
Wow! VERY interesting plan (I don't hit the GG website for half a day and look how interesting it gets).

I think theming IS important. Not all-important, but useful. I mean, Real knows their stuff... but they've also got their own agenda. They want to sell lots of games, and they would probably prefer them to be somewhat interchangeable (making REAL the brand, not your game company). There's a blog that Thomas Warfield posted recently (www.asharewarelife.com/2005/02/power-of-personality.html) about injecting personality into games... and some of that comes from theming.

I think a well-themed game will seem superior to a generic one. More importantly, when a user is looking at a huge list of games, the one with the unique, identifiable, and appealing theme is going to stand out. Just think of top-down shooters for a moment... how many zillions of games have been produced where you are a lone space fighter defending the universe against hordes of alien invaders? Looking at nothing but screenshots, it would be very difficult to pick one out above the others to try out for a download. You can't tell which is superior or inferior based on the small screenshots, and they all sound pretty much alike.

But I remember one game called, I think, "Outhouse Invaders" (it was a commercial game back in the early 80's for the TRS-80 or something) which had a brief blurb about how the alien invaders were all descending upon some lone outhouse in a field in Iowa, and you had to defend it. Okay, now I doubt the thing was a huge commercial success, but it's got an amusing theme that might warrant a second glance from a potential customer in what is really a CROWDED field.

However - Joe's quite right. If I downloaded a game like that, I'd be expecting quite a bit of humor, visual jokes, and possibly some over-the-top melodrama about why I'm in the middle of Iowa defending an outhouse. If all it was is a space invaders clone with a picture of an outhouse on the bottom, I'd be MORE dissapointed than if it was a generic invaders game.

The other thing to bear in mind is Sid Meier's philosophy on game design. He has said that he likes to start with a theme, and then determine gameplay by picking out all the things about that theme that sounds interesting and fun, and make that the game. Pirates! is a classic example of this. Many game designers go the other way around ... they pick out a genre (like an FPS) and then try to fit theme. If they do a good job, the theme may suggest lots of unique gameplay elements that can be incorporated into it. If they do a poor job... well, you end up with Quake in new skins.