Working on a game that will have to enter a very crowded market, the so-called red ocean, involves a certain degree of challenge.
When you enter a market full of competitors on one side it means that there are customers willing to pay. But it means that it is necessary to solve some problems to have a chance of success.
The alternative is to look for virgin markets, blue oceans, but very often this is because some genre in question does not move much interest. We can create a first-person platform for mobile devices since none are in top200 grossing. There aren’t any because people don’t care. Sometimes it’s better to go to already populated markets, especially if we have an idea of what to improve.
Take the case of Royal Match, a top-notch match-3 that was released when the puzzle market felt overcrowded.
- The game fixed key UX issues, shortening the load times.
- They came up with a brilliant system of level design.
- It implemented the renovation feature very without the need for dialogue.
- They designed very simple and clear graphics.
The result is an agile, fast game, perfect for mobile. It doesn’t matter that he entered a red ocean market, he made it because he understood his audience well.
Many teams choose to remain followers. They study a market and copy here and there, hoping to secure a piece of the pie. In the process, they don’t even understand the reason for some choices. Years go by, goals are not achieved, and people are fired.
During the job interview, you must inform yourself well about the projects.
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