MARKET RESEARCH TO MY NEW RPG MAKER GAME
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Hello everyone.
I'm doing market research for my new rpg maker game.

The genre of game will be survival, rpg and construction. I need to know that is my target audience preferences in order to give a better approach to the gameplay mechanics.
I hope you can collaborate with this, will not take you more than two minutes to answer the following survey.
Thank you.
link: SURVEY
Important: In the top right corner you can set the language of the survey.

I'm doing market research for my new rpg maker game.

The genre of game will be survival, rpg and construction. I need to know that is my target audience preferences in order to give a better approach to the gameplay mechanics.
I hope you can collaborate with this, will not take you more than two minutes to answer the following survey.
Thank you.
link: SURVEY
Important: In the top right corner you can set the language of the survey.

LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
We're not your target audience, we're other developers.
If you want to know how good your ideas are, talk about them with us. We can discuss how to make them work, and what the pros and cons are, and what other ideas will work well with them, and what kind of feedback we've gotten for our own games that used similar ideas.
You should never make game design decisions based on market research anyway. At the micro level, players don't know what they want. They want everything all the time, even though games are often about creating tension and letting people barely succeed despite adversity, and giving the player everything they want ruins the game. And at the macro level, you should make the kind of game you enjoy the most, not what other people enjoy. Because if you don't understand on a deep level what's wonderful about a type of game, you can't make it wonderful yourself. It's almost impossible to recreate feelings you've never felt. You'll end up doing a mediocre job, not to mention losing motivation.
If you want to know how good your ideas are, talk about them with us. We can discuss how to make them work, and what the pros and cons are, and what other ideas will work well with them, and what kind of feedback we've gotten for our own games that used similar ideas.
You should never make game design decisions based on market research anyway. At the micro level, players don't know what they want. They want everything all the time, even though games are often about creating tension and letting people barely succeed despite adversity, and giving the player everything they want ruins the game. And at the macro level, you should make the kind of game you enjoy the most, not what other people enjoy. Because if you don't understand on a deep level what's wonderful about a type of game, you can't make it wonderful yourself. It's almost impossible to recreate feelings you've never felt. You'll end up doing a mediocre job, not to mention losing motivation.
Look at older games to learn what people actually want these days!
Looking at your survey, your questions are kind of generalized and very limited. I'm sorry but is a cooking, crafting, and fishing system a fundamental requirement for RPGs? It's like you are asking questions that feel already pre-decided and tailor-made, so what's the point?
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