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FINDING A MARKET? [RMVX ACE]

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I'm in the midst of developing Class Rules had the opportunity of participating in a marketing workshop for games last week.

One of the central points of criticism that I received revolved around landing on a target audience. I was wondering if anyone could provide suggestions or particular things that I should keep in mind.

What kind of demographics should I be considering? Do you think I should emphasize the action-comedy (I'm using an ABS), or the romance/narrative side more in promotional material?

For a bit about the game:

Class Rules is a game about being a game design student, and meeting the everyday challenges that must be overcome in order to deliver on a compelling game for your end of year project. Relationships, rivals, and a nefarious plot to take control of the galaxy stand between you and becoming a coveted GAME DESIGNER -- can you succeed against all odds?

You can find more here.

Thanks =)
It looks like your website focuses on the dating-sim/relationship/narrative angle. I wouldn't expect any action-comedy from your game based on the existing website.

And I only point that out as an indication that it seems that YOU think it's more about the romance/narrative side. And I think that's okay! There's no sense in highlighting aspects of the game that are not as well developed and ones you're not passionate about. People will only be disappointed if you promise action-comedy and it's a dating sim.
This is all true. I'm having difficulty deciding which parts of the game and gameplay I should obscure so that players uncover parts of the game's structure while playing.

I love that feeling when I'm playing a new segment in a game, and you think "I really get to do this?". So I kind hid the fact that when you make your game in Class Rules you end up playing through it, but I question whether I should stress this fact at the outset. Maybe it would turn away some people who are more encouraged to play through a narrative by being "too gamey". I'm not sure...
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