Category Archives: Game Production
What Can Game Developers Learn From The 2016 Presidential Election?
Like many other people, I was shocked when Donald Trump was elected President of the United States. I considered him to be too inexperienced and divisive for the position for him to have any real chance of winning the election. Even when the polls showed the race to be tightening up in the days before the election, I thought that Hillary Clinton had enough electoral votes locked up for a landslide victory. I was so sure that Hillary’s win was a foregone conclusion, that rather than spending Tuesday night watching the election results, I decided to go see Doctor Strange instead. However, when I exited the movie theater, it seemed I had been transported to an alternate universe, because it was Trump who had won by a landslide of electoral votes.
Pundits and Democratic leaders from Michael Moore to Bernie Sanders blamed Hillary’s loss on the fact that Trump did a far better job of appealing to the concerns of the angry and embittered middle-class workers of the Rust Belt states who felt abandoned by the Democrats. Worse, everyone who supported Donald Trump was painted by the Hillary campaign as being stupid, bigoted and mysogynistic. Such name-calling did not attract any Trump supporters to Hillary’s side, but what it did do was make Trump supporters hesitant to admit in polls that they were supporting Trump, and so the polling data was off. Finally, Trump supporters were more enthusiastic about their candidate than were Hillary supporters, who didn’t work as hard at bringing other people to the voting booth with them.
A couple of days after the election, game journalist Dean Takashashi asked in a Facebook post, “What does/should the game industry do in a post-election Trump world?” and I answered with some lessons from the election that might apply to game development. Here is an expanded version of my reply:
- Try to meet to the needs of all your players — not just the vocal ones, not just the hard core ones, and not just what you designed your metrics to measure. Your audience is might be made up of players who spend a lot of time each day playing your game, and more casual ones who only have a few minutes here and there to play; those who play for high scores and achievements, and those who just play for the story or social experience; those who try to dissect every rule and metagame new strategies, and those who are just looking for an enjoyable pastime. If you only pay attention to the ones who post on your forums or social media networks, you may be ignoring problems the vast majority of your audience are experiencing.
- Never dismiss any of your players as being stupid of wrong-headed. If they find your game confusing, they’re right — it is confusing for them. If they find your game boring, they’re right — it is not fun for them. Rather than telling them that they’re wrong, try to see things from their point of view and find ways to satisfy their needs.
- Players will often give you solutions to their problems rather than telling you what their problems actually are, but since they aren’t expert game designers, often their solutions aren’t the best ones. For example, they may complain that your first-person shooter needs more powerful guns when really the reason the game is too difficult is that there isn’t enough ammunition to pick up in the level. So, when your players start giving you solution, try to figure out why they are giving that solution, and maybe you can come up with a better one.
- Your metrics will only measure what you’ve designed them to measure, especially when dealing with quantitative data. Try to get some qualitative data from your players too, because people on the fence could suddenly change their playing habits.
- When answering playtest feedback surveys, players will often tell you what they think you want to hear to avoid hurting your feelings about finding problems with your work or to avoid sounding stupid or unskilled themselves. Where possible, have playtest feedback done by a neutral party, and write your questions so that they are unbiased as possible. You goal should be to learn what your player’s experiences are, not get validation for your existing opinions.
- As screenwriter William Goldman famously observed, “Nobody knows anything.” You can get all the expert opinion and follow conventional wisdom all you want, but nobody knows with certainty what’s going to work. Success depends as much on luck as anything else.
None of this will make you feel better about the election if you were unhappy with the results, but as the dust settles and we get back to our lives, maybe we can take away a few things that will make our work, at least, a little more sane than this crazy election cycle.
How Even A Value-Priced Game Can Be Of High Quality
On Saturday evening, as we were driving back home from an art festival where my wife had sold her artwork, we picked up some fast food because we were too tired to cook dinner. We decided to go to McDonald’s because my wife likes their Southwest Grilled Chicken Salad. Bad decision! Although there were only three cars ahead of us in the drive-thru, it was ten minutes from the time we ordered until we drove up to the pick-up window, which unfortunately has not been unusual of late at this particular McDonald’s location. Once we arrived at the window, the employee then asked us to pull up into a waiting area because it would be another five or ten minutes until the salad was ready. Our food actually came about three minutes later, but before driving away I asked my wife to double-check her salad because the last two times I picked one up for her, either there was no chicken in the salad or they gave us a Bacon Ranch Chicken Salad instead.
Meanwhile, the In-N-Out Burger across the street had a line of about ten cars in the drive-thru, but it managed to deliver each car’s order quickly. How I wish we had gone there instead! In-N-Out has never messed up my order, and their food is always delicious, and with each bite I appreciate how their food is made from fresh ingredients, just as they advertise — unlike my similarly priced McDonald’s burger, which was greasy and bland tasting. There is a substantial difference in quality, both with the service and the product, of the two establishments, and for in my experience, In-N-Out has the highest quality fast-food experience around.
That’s not to say that In-N-Out is the finest dining experience I’ve ever had. I’ve been lucky enough to eat at many fine restaurants around the world, and the best eating experience of my life was a week my wife and I spent in New Orléans, a highlight of the trip being dinner at the Commander’s Palace, which has been listed by some restaurant critics as one of the best restaurants in the America for its exquisite haute Creole cuisine.
Both In-N-Out and Commander’s Palace serve high quality food, but the difference between them is properly called grade. In project management, the term “grade” represents a level or ranking system which can be used to differentiate between items that serve the same essential function, but have different attributes which result in different standards of quality output. Thus, in the food industry, fast-food restaurants are low grade while fine dining restaurants are high-grade; in retail merchandising, Wal Mart is a lower grade than Nordstrom’s; and in video games, value-priced games are a lower grade than AAA games.
The grade of a product or service largely determines its price. That’s why I will spend less than $10 for a meal at In-N-Out and more than $100 for a meal at Commander’s Palace. Similarly, a value-priced game is sold for lest than $20, while a AAA game is typically priced at $60 or more.
However, a high-grade game still can be of low quality: haven’t you played a AAA game where you found the gameplay to be unengaging, the code to be buggy, or the customer service to be poor? Conversely, a low-grade game like Angry Birds or Plants and Zombies can be of very high quality.
The moral of the story: don’t think that because you are developing a casual game, advertgame, or value-priced game that you can’t produce a game of quality. Here are some basic tips to follow:
- Clearly identify who your target players are and what they looking for in a game.
- Study the competition and determine what can make your game stand out.
- Define the player experience that will appeal to your target players and stand out from the competition.
- Manage your game’s scope to ensure that it doesn’t go beyond the limits of your budget, schedule, or team’s capabilities.
- Continually playtest your game with some of your target players and continually iterate until you achieve the desired player experience.
- Bug test your game with quality assurance testers who are not part of your team, and use them to verify that bugs have actually been fixed.
- Make sure that your marketing materials convey the actual player experience without over-promising.
- Listen to your customers and follow up on the problems they report.
If you take pride in your work and aim to be the In-N-Out of your game niche, you can have customer lined up around the block too.


