The players tried for a forward pass
With the jester on the sidelines in a cast
Now the half-time air was sweet perfume
While sergeants played a marching tune
We all got up to dance
Oh, but we never got the chance
Cause the players tried to take the field
The marching band refused to yield
Do you recall what was revealed
The day the music died?
Don McLean ~American Pie
There's been several topics of debate going on, and since I got a ton of game work done this weekend I feel like I can take the time to share my thoughts. The arguments about making a game good or compelling, or even whether or not to use pixel art, seem to about two completely different types of games. I think it's time to reflect on not only what games we want to make, but who we make them for.
The games we make and what we do in games says a lot about us as a person, what we enjoy, and what we want to do with our lives. I have friends who play different kinds of games, and have started watching Twitch.tv, thinking about what different people play, how they play, and most importantly why they play. I think all of these questions can give us insight on the games we decide to create.
"Make the games you want to make" is a good start, but it might mean a game some other skinny nerd who played the NES would make. Games inherently have a direct relationship to their audience, this is what makes them art, what allows for the greatest amount of communication of any medium. Ignoring this is your choice of course, but if you have something to say you should also listen to who you're talking to.
Imagine if John Denver's campy folksongs about lost love and harvest were thought of as being in the same medium as Scotty Pippin's dunks. There would be some conflict, people debating about dunks not being emotional enough, music being boring because you can't dominate fools. Video games already have an fairly diverse audience, way beyond "hardcore vs. casual", and the potential to be about
literally anything. Sports, board games, all genres of music and film and books and art can all be made as games.
So when you decide to make, play, or talk about "a game" you could be talking about anything. Beyond the sarcasm and indie feuds, this is what makes being on this forum or gaming site or even playing a game
so incredibly annoying. Considering audience is a good way to clarify what game is trying to do what and how.
For example, I've never competitive, ever. Sports are generally dull to watch. I don't care about high scores and when I play games it's never to win them, it's to do what I want to do in the game rules/world. Games do not have to be winable, they can just be about a world, or an experience, or a feeling. When narrative driven games use mechanics from arcade style games, I stop enjoying the game if I can't ignore the fact that killing humans or animals gives me points, generally conflicting the with themes of the game. Despite it being a "good" or "fun" game, it wasn't made for me I guess.
So, what kinds of people play games? I'm not going to make a definitive list, that'd be reductive and just anger people, so
anyone could play games but not everyone does, and off the top of my head there are:
Speed runners, casuals/time wasters, escapists, addicts, gamblers, retro fans, thrill seekers, sadists, masochists, completionists, competitors, gun-lovers, tolkien nerds, creators, destroyers, musicians, dancers, story readers, micromangers, educators, children, etc. That's just currently. All it takes to attract a new audience is to make a game that's personal, unique, or not for the average gamer market.
Also obviously games can, and in my opinion should, be for more than one specific audience. If you have something to say, why not tell everyone instead of just preaching to the choir? Spelunky is a great example of a game built for separate audiences: it has a high score, but it also fits perfectly with the world and narrative. You can also make games for just plan humans, who feel and imagine. You can design around the things that make us human, and tell an important story about life.
However games where the mechanics, themes (or lack there of), music, art, and sound work together are successful at communicating the message of the game, whether its just fun or something more interesting. There is a strangeness when there is a disconnect of elements however, going back to
my last big text post. It's a conflict of designer, game, and audience. People speedrun everything, whether it was built for it for not. You watch someone beat Shadow of the Colossus in five minutes, it's like watching someone trying to win at Shakespeare. You play Call of Duty and get rewarded for murder, why does it try? Starcraft is not about plot, why does it try? You play RPGs about moral choices and are left with a linear experience, why does it try? Because these games are trying to do two completely different things for different people.
Not only are game audiences confused, they are often limited. Mostly because of the word "game" and history of the medium, there is a large majority of the population who there are very few games built for. This is easy to see by being dropped in a modern game world and the majority of your options are jump, shoot, crouch, grenade, swing sword, attack, roll for cover. I wish I was simplifying, because of how limiting of an audience (not to mention shallow picture of what humans do) this attracts, but I'm not. More people will love games where you can
do more with them. Hug buttons, dig buttons, eat buttons, cook buttons, smile buttons, sing buttons, most of these existed, so people do want to make games about other things, but designers follow the mainstream or retro-indie trend. If you're going to be indie, be indie!
Think about other people in your life, who you'd like to be able to play games. This doesn't mean to dumb it down, make it Zynga or "
girlfriend mode". It means you should think about other people,
respect your player, consider what things are important to them, what sort of experience, story, or message you can share with them.
Do not stereotype, do your research. Not only will this enrich the medium, make more effective games, and get more people playing good games, it will get more and different-minded people involved in development, of several different types of games.
Reflecting on your audience helps you refine what game you really want to make. If you're a new designer, think for a moment. What sort of unique things can you say? Games can be about anything, for anyone. Be unique, be yourself, think about who you want to talk to. We have plenty of games for gamers, it's time to starting thinking about everyone else.