Gathering Data on Game Genres and Preferences for a Project
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I created a microsoft form here:
Data Gathered
From the answers i've received, i have found that Open World games were the majority of the votes, this shows that most of the forms contributors
enjoy a more open and free world to play around in.
One answer stated that they selected the 'Assassins Creed' titles beacause: "I enjoy games that have a structure but allow the freedom that open world games do".
this proves that although the game might have a storyline to follow in specific areas. there is always that freedom to go off and do other things. Players enjoy the
feeling of being able to go and do anything they want, from jumping off cliffs to robbing whole towns. This is what the player enjoys. Simple additions like a freeplay
mode or just having main missions be started by the player at free will allows the player to experience the game much more. This is what players want and why certain games
titles sell so well upon release.
Why these games do so well
Titles from companies such as Ubisoft or Rockstar Games always get high sales because they have the reputations of the previous games on their side. Game titles such as "Red Dead Redemption" and "Assassins Creed" have been popular for their freedom and insane graphics over the years. These titles all include that freedom aspect and have been known to sell out fast even with prices as steep as £79.99!
Ubisofts co-founder Yves Guillemot once wrote in an email to his employees:
Each of you be especially careful and strategic with your spending and initiatives, to ensure we're being as efficient and lean as possible
Yves Guillemot, Ubisoft Co-Founder
This shows that even in big companies that net millions, if not billions per year, spending is still a large worry in their workspace. Ubisoft is known to splash millions on games, an example being their AAAA game "Skull and Bones" which was a massive fail in hindsight. This cost them over $220 Million (USD) but they kept pushing on anyways, releasing a great title "Assassins Creed Shadows" the year after costing a further $116 million. This money was swiftly made back as AC Shadows had the second highest 'Day 1 Sales' in history! Reportedly in the first week the game had 3 million players, the release price was $60 for disc and $90 for download. This means the revenue was between 154 and 64 million in USD.
The power of user research
By gathering this feedback through a Microsoft Form, I have taken a foundational step in understanding my potential audience and their preferences. Instead of basing my game's concept on assumptions, I now have direct evidence that a significant portion of players are drawn to the open-world genre. This is invaluable knowledge for a developer, especially for someone starting out. It helps to validate my initial ideas and gives me a solid direction to explore, rather than stumbling in the dark and potentially creating a game nobody wants to play.
Using feedback to refine your game concept
The feedback from my form acts as a compass, guiding my creative decisions. For instance, the specific comment I highlighted—"I enjoy games that have a structure but allow the freedom that open-world games do"—is a goldmine. It doesn't just tell me "make an open-world game"; it provides nuance. It tells me that players want a main quest or narrative to follow but also value the freedom to deviate and explore. This insight can influence how I design my game's world and missions, balancing a compelling story with optional side content. I now know that including features like "freeplay mode" or non-linear main missions will resonate with my audience.
Minimizing risk and maximizing appeal
This data-driven approach minimizes risk and maximizes your chances of creating a game that connects with players. It moves your project from a hopeful idea to a strategically informed endeavor. While AAA studios like Ubisoft have massive budgets and reputations to fall back on, an independent developer relies on targeted insights to succeed. My Microsoft Form has provided a cost-effective way to gather those insights directly from a potential player base, giving me a competitive edge. The more I learn from this data, the more informed and confident I can be in my game development journey. It proves that even a small-scale, personal survey can unearth vital information that billion-dollar companies spend fortunes to acquire.
Bloodstained is my first 3d project. For this I used Godot 4 and this took course over 2 days. The tutorial level of Bloodstained pulls you into a descent that tests your nerves and instincts. Armed with nothing but a dim flashlight, you awaken in a derelict underground complex, its walls plain showing unspoken horrors. The air feels heavy, oppressive, and every creak and groan of the structure sets your heart racing. As you step cautiously forward, the darkness seems alive, swallowing your light and amplifying the eerie, distant sounds of shuffling footsteps, distorted whispers, and the unnerving clatter of unseen things. Coins are visible around the map and a GOOFY jump scare is inside of here. It's a placeholder however it scared me and i knew it was coming... Bloodstained by PAUSE
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