Gambit5150 wrote...
There are a lot of ways to do things to keep an audience and bring in new, and that is to teach. For example if I am a 12 year old that has no idea of who you are or what you wrote, all I am interested in this chick, and then play some game. I go play some game, the chick calls, I drop the game.
An older audience sees more. Appealing to both the old and the new starts with a small game, not a large one. An immediate sequal, then another. In other words my idea is to get some PnP back in the game and a way to do that could be done on a smaller scale. A novel comes out and a few months later another, then another. A small game could be brought out in this way.
Small game one: Jundar the the thief.
Small Game two: Aiykun the sword saint
Small game three: Raisha the healer
This will appeal to an audience that reads, and if done right will appeal to the 12 year old that drops the phone, gets his girlfriend to play with him.
The idea of the PnP is important because it should not be lost. A way to implement old PnP back in will depend on a few things. Jundar the thief ,for example could be made into a stealth game, and some core DnD could be brought in. Some of the core I could like to see is climbing, etc...If its done right, you get them back into DnD and PnP.
The 4th game could possibly include all three characters, or make it 5, a party for a large game.
I see where you're going with this, but I think there's an issue with the general premise.
The general premise that the 12 year old, or even teenager, is at all relevant or should be marketed to isn't correct. The average gamer is 37 years old, boys age 17 or younger account for just 13% of the total number of gamers.
http://www.g4tv.com/...-gamers-female/
So basically, if you design for the 12 year olds, you cut yourself out of 87% of the total market.
Which is probably why the gaming market is tanking. September was NFL 2011's first full month of release, Gears of War 3 released, and Dead Island was going strong, and it still finished down from 2010 which was itself a negative year. Given, it was down only 1%.
Developers really need to start avoiding aiming everything at the teenage boy market and realize that the market's alot bigger.




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