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Making Games For The Ipad Resale Rights Ebook

Making Games For The Ipad Resale Rights Ebook
License Type: Resell Rights
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File Type: ZIP
SKU: 30855
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Ideally, you should probably have at least an idea of how to market your game from the moment you come up with the core concept. Everything, not just character and level design, but even things like marketing and how to sell your game should flow from that core idea.

These days, there's a big debate raging about “Casual” games and “Hardcore” games. A casual game would be something like “Diner Dash” or “Bejeweled,” while hardcore would be something built for seasoned gamers like, say, “Gears of War” or “Halo.”

But you really shouldn't bother getting caught up in that silly argument.

This whole casual versus hardcore gaming thing is really just a sign of old-fashioned game developers who are lost in the new market.

Thanks to cell phone games and those puzzle games you can play on your Web browser at work, the gaming market has expanded. Ten years ago, the only people playing games were “gamers.” Now, just about everyone plays games in some form or other, and the people who started developing games back when it was just “gamers” playing are having a hard time grasping this new development.

The thing is, they're so used to developing games for gamers that they've forgotten how to develop games for PEOPLE.

We discussed “Super Mario Brothers” in an earlier chapter, but it serves as a perfect example of how there's really no difference between casual and hardcore gaming. The reason “casual” gamers are put off by a game like “Halo 3” isn't because it's too hard. “Super Mario Brothers” was tough, and in fact, most of us who played it never beat it, but we enjoyed playing it all the same. “Casual” gamers want challenge too.

“Halo 3” and its ilk are simply so wrapped up in the old school of game design that you can't even begin to get into the game unless you've already played a long list of shooters. So much is taken for granted, and none of the game's world, story, or level design makes sense to a non-gamer or a casual gamer.

If you simply approach your game design from a perspective of common sense, of basing your game more in reality than in other games, then anyone will be able to play it. Don't worry about whether or not your game is too hard for casual gamers or too easy for hardcore gamers, because no matter what your game is about, no matter how it plays, your core demographic is going to be the same...