Omar Ismail
Banned
Here's my thoughts on the issue. Oh, and for people that just want to reply to the topic title, at least read the "high level factors" listed below.
High level factors
* Cinematic feel and presentation
* Fresh experience
* Social
* Life improvement
* Brand
* Timing
Cinematic Feel and Presentation
This criteria is difficult to describe because it can be confused with cutscene-heavy or story-heavy, when thats not what Im referring to. Instead, what I mean by Cinematic Feel and Presentation is that the very act of PLAYING the game results in an experience that FEELS cinematic. Meaning, its almost as fun to watch the person playing the game, as it is to play itself.
Aspects that go into Cinematic Feel are: lush environments, great character animation, little to no HUD, minimal gamey aspects (such as points, loading screens, etc), and high level of interaction.
Ubisoft is actually very good at making cinematic games with titles such as Assassins Creed, and the to-be-released AC2 and Splinter Cell: Conviction.
Fresh Experience
Players seem to be demanding a higher level of NEW experiences. Weve seen this with depressed sales of games like MotorStorm 1->2 and Resistance 1->2 where the arguably better sequels sold substantially less. Obviously, there are a lot of factors going into that, but my theory is that a major factor is the NEWNESS of the experience. Different gametypes, gameplay, game-feel, settings, etc.
What successful sequels like Halo, Street Fighter, etc demonstrate is that people like familiarity but there is a minimum acceptable delta when it comes to the experience itself compared to previous offerings.
Social
This one is pretty self-explanatory. Though some people limit social gaming to party-games and having a bunch of people hanging out in a persons house playing some Wii. I look at social in a broader context that includes online multiplayer gaming, and even single player games that have things like broader competitive interactions such as leaderboards. I even consider Wii Fit as a somewhat social game, not because people play it together, but because it's a shared cultural experience. You lose weight and get fit for personal and social reasons, so inherently there's a social aspect to it that is not obvious.
Life Improvement
This criteria is pretty new in the mainstream and has come to the forefront through Nintendo and the Wii. For a long time Life Improvement games were strictly under the label of edutainment and were more about education than games. With Wii Fit and Brain Age, Nintendo was able to strike an almost perfect balance between bettering your life, and having fun. The next key is that physical and mental fitness arent the only ways that your life can be improved, and Nintendo will prove that in a very profound way with the Wii Vitality Sensor. The interesting thing, is that there are quite a few untapped areas of Life Improvement that are open season:
Mental Health Brain Age
Fitness Wii Fit, EA Sports Active, etc
Relaxation Wii Vitality Sensor (most likely)
Cooking Kind of with Cooking Mama, and some other DS games
Spiritual ?
Love ?
Relationships ?
Creativity ?
Sex ?
Making money ?
Have a successful career ?
Parenting ?
Learning languages ?
Learning a music instrument
Obviously some of these categories are not as interesting as mental or physical fitness, but if you could make a compelling game that helped you with your social life that would be amazing. This is an entirely new class of interactive software that were just now scratching the surface of.
Brand
It goes without saying that there are big franchises and not-so-big franchises. Any game that has the words Mario, Halo, Final Fantasy or Madden will instantly get a lot of attention. The size of the brand will determine the center-point so to speak on where its sales will lie that is determined by how much the previous game sold. For example of Halo 3 sells 9 million, then its reasonable to use 9 million as a starting point for Halo 4, and then adjust from there and incorporate the other criteria to move up and down.
Sometimes an entry in a franchise will be able to break out and bring the brand to the next level like with Call of Duty 4, or bring it down many levels, as what happened with Tony Hawk (though that may have been more gradual).
Note that brand isnt limited to just game franchises, but extends to all kinds of brands. NFL, UFC, Mario Lopez, musicians, movies, etc. Its the reason why licensed games continue to be made despite their lower quality.
Timing
I was hesitant to put timing in here as a criteria since it is somewhat ambiguous and there is some overlap with Freshness but timing comes into play mostly as a negative factor. Even if a game is solid on all the other points, if its released in a period where there are some huge titles coming out then it can be completely looked over and squashed in the marketplace. I see this time and time again when it comes to the holidays. Publishers seem to be wisening up to this Q4 crush and have wiseley started to space out their releases, though from this E3 it looks like theres going to be a Spring-crush.
If your game is huge then obviously the holidays can act as an amplifier, but for most games they need to be very wary about when theyre coming out.
High level factors
* Cinematic feel and presentation
* Fresh experience
* Social
* Life improvement
* Brand
* Timing
Cinematic Feel and Presentation
This criteria is difficult to describe because it can be confused with cutscene-heavy or story-heavy, when thats not what Im referring to. Instead, what I mean by Cinematic Feel and Presentation is that the very act of PLAYING the game results in an experience that FEELS cinematic. Meaning, its almost as fun to watch the person playing the game, as it is to play itself.
Aspects that go into Cinematic Feel are: lush environments, great character animation, little to no HUD, minimal gamey aspects (such as points, loading screens, etc), and high level of interaction.
Ubisoft is actually very good at making cinematic games with titles such as Assassins Creed, and the to-be-released AC2 and Splinter Cell: Conviction.
Fresh Experience
Players seem to be demanding a higher level of NEW experiences. Weve seen this with depressed sales of games like MotorStorm 1->2 and Resistance 1->2 where the arguably better sequels sold substantially less. Obviously, there are a lot of factors going into that, but my theory is that a major factor is the NEWNESS of the experience. Different gametypes, gameplay, game-feel, settings, etc.
What successful sequels like Halo, Street Fighter, etc demonstrate is that people like familiarity but there is a minimum acceptable delta when it comes to the experience itself compared to previous offerings.
Social
This one is pretty self-explanatory. Though some people limit social gaming to party-games and having a bunch of people hanging out in a persons house playing some Wii. I look at social in a broader context that includes online multiplayer gaming, and even single player games that have things like broader competitive interactions such as leaderboards. I even consider Wii Fit as a somewhat social game, not because people play it together, but because it's a shared cultural experience. You lose weight and get fit for personal and social reasons, so inherently there's a social aspect to it that is not obvious.
Life Improvement
This criteria is pretty new in the mainstream and has come to the forefront through Nintendo and the Wii. For a long time Life Improvement games were strictly under the label of edutainment and were more about education than games. With Wii Fit and Brain Age, Nintendo was able to strike an almost perfect balance between bettering your life, and having fun. The next key is that physical and mental fitness arent the only ways that your life can be improved, and Nintendo will prove that in a very profound way with the Wii Vitality Sensor. The interesting thing, is that there are quite a few untapped areas of Life Improvement that are open season:
Mental Health Brain Age
Fitness Wii Fit, EA Sports Active, etc
Relaxation Wii Vitality Sensor (most likely)
Cooking Kind of with Cooking Mama, and some other DS games
Spiritual ?
Love ?
Relationships ?
Creativity ?
Sex ?
Making money ?
Have a successful career ?
Parenting ?
Learning languages ?
Learning a music instrument
Obviously some of these categories are not as interesting as mental or physical fitness, but if you could make a compelling game that helped you with your social life that would be amazing. This is an entirely new class of interactive software that were just now scratching the surface of.
Brand
It goes without saying that there are big franchises and not-so-big franchises. Any game that has the words Mario, Halo, Final Fantasy or Madden will instantly get a lot of attention. The size of the brand will determine the center-point so to speak on where its sales will lie that is determined by how much the previous game sold. For example of Halo 3 sells 9 million, then its reasonable to use 9 million as a starting point for Halo 4, and then adjust from there and incorporate the other criteria to move up and down.
Sometimes an entry in a franchise will be able to break out and bring the brand to the next level like with Call of Duty 4, or bring it down many levels, as what happened with Tony Hawk (though that may have been more gradual).
Note that brand isnt limited to just game franchises, but extends to all kinds of brands. NFL, UFC, Mario Lopez, musicians, movies, etc. Its the reason why licensed games continue to be made despite their lower quality.
Timing
I was hesitant to put timing in here as a criteria since it is somewhat ambiguous and there is some overlap with Freshness but timing comes into play mostly as a negative factor. Even if a game is solid on all the other points, if its released in a period where there are some huge titles coming out then it can be completely looked over and squashed in the marketplace. I see this time and time again when it comes to the holidays. Publishers seem to be wisening up to this Q4 crush and have wiseley started to space out their releases, though from this E3 it looks like theres going to be a Spring-crush.
If your game is huge then obviously the holidays can act as an amplifier, but for most games they need to be very wary about when theyre coming out.