When you set out to make a game, you only have two choices.
Make a game that you want to make.
Make a game players already want to play.
I’ve done both.
“NanoTek Warrior” for the Playstation 1 was the game I wanted to make. I know players didn’t already want to play it because while it got good reviews, it only sold 60k copies.
When I was asked to do “C&C: Red Alert 2”, I didn’t know if I really wanted to make a “sequel”(ego) but I loved Red Alert 1 and I knew game players were already waiting for Red Alert 2. So I made the intellectual choice to make it. It sold 3 million copies. Big lesson learned.
“C&C:Generals” was a game players already wanted to play and it sold 7 million copies.
“FarmVille” was a game that players already wanted to play and it became a world-wide phenomenon that peaked with 32 million different people playing it each day.
“CityVille” was another game that players already wanted to play. It peaked at 20 million different people playing it each day.
I think you get where I’m going with this.
I’ve been more successful creating the games people already want to play.
I believe this is part of creating hit games. I suggest it to game makers as a way to entertain more people.
It’s really simple. Put your artistic ego aside and make a game that players already want to play.
By the way, once I set my mind on what I was going to make, I did really enjoy making Red Alert 2, Generals, FarmVille and my other successful games.
I sum it up this way: “I’ve found it easier to convince myself to create games players want to play than it is to convince players to play a game just because I wanted to make it.
What about you?