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Uniqueness is a matter of taste and realism

As I am reading about another studio closure (I am sorry for the colleagues at SUPERVIVE), I am thinking on the distribution problem we have right now. I believe than on one hand you have to create a truly unique experience to have chances in this environment. Easier said than done, of course, because it’s a matter of taste and also realism. I worked on many derivative projects, and the leaders were absolutely sure of their uniqueness.

You need to put the right glasses on, and be extremely aware of your game unique selling points. A way to do that is by making business: if you’re not able to sell your game to publishers, if you don’t engage with players or other entities, you are on a dangerous track. We tend to look inside too much, when we should look outside and check if Players really have the same perception as us on the product. In this case, Players are also potential business partners.

I believe that videogames have still lots of margin for improvement, so we should stop repeating old formulas over and over and we should try to make a step forward.

Published inGame Design