5 COMMON GAME DESIGN MISTAKES
·Let's delve into common mistakes independent game developers make when designing their games. The five mistakes I'm going to list here are not only common but are also ones I've encountered frequently and, admittedly, have made myself. Let's dig in!
1. TRY TO FIT EVERYTHING IN
Game design can become very personal. After working on your game for a long time, it's easy to see it as your second identity, leading to the belief that the game has to include all the features you've dreamed of. When you play your game daily, it can start to feel monotonous, potentially making you think the game is missing something.
In some cases, there might be some truth to this, but it's crucial to reconsider before changing the overall design. Remember the main purpose of your game, which you hopefully defined during the initial stages. Stick to the core design and be consistent. Don't try to fit all possible aspects into the same game, as the extra features might not be what the core player is eagerly awaiting.
2. DON'T KNOW WHAT TO FOCUS ON
During the development process, you'll come up with fancy ideas for your game. While some of these ideas may be great and worth implementing, many are things you personally find appealing after playing the game for an extended period. To stay focused on the right aspects, understand who your player is and seek feedback from like-minded players who can guide you on what the game needs or should avoid. Developers often become the most biased in design decisions after spending a month or two on the project.
(Need someone to try your game? Why not join our Discord channel and share your progress? Remember to mention the type of game and your target audience. It helps attract the right people.)
3. FORGET MONETIZATION
For a premium game with a set price, monetization is straightforward. However, when creating a free-to-play mobile game, it's easy to overlook the fact that players should eventually pay too. Failure to consider monetization during the core design process may lead to implementing a forced or unnatural monetization model later on, such as intrusive ads or unappealing in-app purchases.
When designing your game, think from the start about what players might be interested in buying. It's a wild guess initially, but seek feedback early to refine your approach and avoid issues later.
4. WHO IS YOUR PLAYER?
The most common approach in indie game development is to make a game 'for yourself.' While not inherently bad, it's crucial to identify what type of user you are. This may not be obvious, leading to game design becoming a mishmash of different elements that don't appeal to the core users.
Always understand the type of players you're targeting and focus on what they find interesting. When you gather like-minded playtesters, let them guide you on what 'extras' the game should include. This approach helps you stay on the right track.
(For example, if you enjoy playing real-time strategy games, making a single-player RTS game is entirely different from creating a competitive online RTS.)
5. TRYING TOO DIFFERENT
People are often afraid of things that are too different or outside their comfort zone. Keep your game easy to jump into and provide familiar tools for players to start with. This increases the chances of players understanding your game and getting excited about the new features you offer, rather than dropping out because they don't grasp the game's concept.
One effective way to ensure your game is easy to understand is to think about the 'trailer feel' of your upcoming game. What are the main features you will present, and how will they be showcased during gameplay? If you can't visualize it, prototype it.
CONCLUSION
Stick to your initial idea, resist getting sidetracked by new ideas until you have a playable first version playtested with your target audience. Then, you're better prepared to make new decisions for the game design based on player feedback and a game that's enjoyable to play.
- Make an assumption about your core player.
- Make the game for that player.
- Test it with those players.
- Start iterating with your interested players.
If you don't attract interested players, you are likely making the wrong type of game for the wrong players. Don't get too discouraged; you've saved months (or years) of work by assessing the outcome early. Start iterating or abandon the project to begin a new one. That's the essence of making games! (If you're looking for tools to make fast prototyping, check out the no-code tutorial series I've made here)
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