Tegenwoordig bestaan er meerdere wegen om een spel in de markt te zetten.
Noem er een aantal?
U kunt het spel
Noem de traditionele manieren om aan spellen te verdienen:
Tradition ways:
Noem een aantal business models
Business models
Hoe kan je spelers zo ver krijgen om te betalen?
Cashing in
Some things players want to pay for:
- Chance
- Customization
- Convenience (instead of needing friends to help you can pay to do it yourself)
- Exclusivity, rare items, limited items
- Progress; stuck on something pay to go further.
Wat zijn niet nette manieren van monetisation?
The shady side of monetisation:
Hoe kan je op een ethische manier verdienen?
Ethical ways to monetise;
Wat heb je nodig voor je pitch?
Pitch:
Welke markten zijn er voor game developers?
Markets for game developers:
Hoe kun je er voor zorgen dat het ontwerpproces door blijft gaan?
Video games are made by people: schedule in people issues, both good and bad.
Remove designers blinders any way you can.
Build games using either horizontal layer- or vertical slice-style production. Pick one and go!
If something doesn’t work in your game, throw it out, but try to plan ahead to avoid this issue.
Avoid crunch time with responsible design goals and detailed production planning.
Don’t rely on emergent gameplay to make your game fun. All good design is preplanned.
Use the 30/70 rule when creation sequels: repeat all the stuff that was great in the first game, but throw out everything that didn’t work.
Don’t let legacy keep your sequel down. Take a hard look at what can be improved from the first game.
Don’t let the players down. (If If they have certain powers in game 1, don’t make them getting it again in game 2.