Games That Sell! by Mark Walker

By Mark Walker

Video games That promote! presents a distinct method of video game layout with its specialize in in-depth analyses of top-selling video games. instead of research programming or three-d artwork composition, video game dressmaker and journalist Mark H. Walker takes a glance on the elements that newshounds, avid gamers, and architects suppose made video games akin to Empire Earth, The Sims, Max Payne, and RollerCoaster mogul advertisement and important successes, together with caliber, subject, online game play, cool issue, and advertising and public family members. also, video game insiders who're outdoor the technical improvement loop, in addition to greater than a hundred avid gamers of every age, percentage their insights on what they suspect makes a winning video game.

* comprehend the features of video games that experience bought good. * know about the significance of selecting your game’s style and subject properly. * observe how you can utilize advertising and public family with the intention to develop your game’s revenues. * the best way to make your online game entice the broadest marketplace attainable. * learn the analyses of top-selling video games and detect what made them such a success.

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Dave Kosak says, “When it comes to voice acting, it can only be as good as the script of a game, so it starts there. Good voice acting can somewhat help create the atmosphere for a game; really what’s more important is to stay away from bad voice acting, which destroys the player’s sense of immersion faster than anything else. Games with no voice acting can sometimes be the most immersive of all. For instance, the developers of the PC game TEAM LinG - Live, Informative, Non-cost and Genuine! · · · · · · · · · · · · · · · · · · · · · · · · Half-Life chose not to have the main character speak at all.

I wanted to keep Lock ’n Load modern, but it looked like my target audience—wargamers—wanted a conflict with a bit more history behind it. Hmmm… I wanted modern, but my audience wanted historical. I could have designed Lock ’n Load for Germany’s eastern front in the Second World War—a favorite with wargamers, but those battles currently do nothing for me. Finally, I hit on a compromise—Vietnam, a war that holds significant historical interest in the United States but one that has many of the features of modern conflict that grab my attention.

A good story isn’t the critical piece of most games’ puzzle, and rarely will story alone sell a game. It is, however, an important ingredient. I’ve talked with some writers in preparing this chapter, and we get their opinion as we move along. So, let’s get on with it. Who Needs Story? That’s a good question. Does every game need an epic story? Should every development team hire a full-time writer for 18 months (assuming a game can be completed that quickly)? The answer is no. Some genres are more conducive to story than others, and it almost goes without saying (but I’m going to say it anyway) that games such as puzzle games, racing games, or TEAM LinG - Live, Informative, Non-cost and Genuine!

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