Topic: Game Programming /
Games for the people?
“The customer is always right.”
While this may not be completely true, you must put the needs of the customer over your own needs if you desire a successful game. For example, you wish to add a certain feature into your game, however this feature is inconvenient and unappealing to others. Not everyone thinks on the same level as you. In some cases though, the potential user of your game doesn’t really know what they need, they just want it. It is your job as the developer to analyse the components of your game and pick out features that are essential to the success of your game.
Due to barriers such as time and budget, you may need to may a compromise between the functionality and quality. I haven’t played your game but the overall complaint seems to be the HUD
and the sensitives theme in ‘72 Virgins’. I know it sounds stupid even if your game has an amazing premise but implement it poorly, such as having a frustrating UI, it will most likely fail. Make a compromise between the two. I’m not an amazing graphic designer myself so I understand. So if you don’t have the skills in-house aim for a minimalistic approach. Just think of Facebook; people thought they were crazy using that amount of whitespace, but its now had a huge impact on the industry; almost becoming an industry standard. Think out of the box, trying to get fancy adding gradients, glowing effects etc. will only hurt your game if you can’t do it right.
I’ve probably blabbered on a bit, but what I’m trying to tell you is to: consider your audience before you start making your game; assess whether it is viable (no delusions of grandeur!); and think from a programmer and designers viewpoint. If the audience doesn’t like your game you won’t make any money. Don’t expect them to appreciate the game just because its free because most likely they’ll see it as a waste of their precious time.
And now for the obligatory Star Trek reference:
“The needs of the many outweigh the needs of the few.”