Something Important to Always Remember: You Are Not the Player

https://hackernoon.imgix.net/images/1783865709806_5graccng.jpg

Even now, I see that disdain around — for mobile games, casual puzzle mechanics, anything that isn’t ‘hardcore’ enough. The attitude is: ”That’s not a real game. A real game is something I would actually want to play.” I held that view for a while, too. Turns out it’s less of a principled stance and more of a blind spot.

If you similarly look down on casual games, you’ve probably never seriously tried to design one. Designing one will humble you fast. That attitude also has a direct design cost: when you decide a whole category of games “doesn’t count”, you quietly lose the ability to design for the players who love them.

One of the most common traps in this industry is building a game for a target audience of exactly one: yourself. We all enter the field wanting to make the games we love to play. That’s completely...

Copyright of this story solely belongs to hackernoon.com. To see the full text click HERE

Read more