Ratul Aich Profile picture
Nov 5, 2020 19 tweets 8 min read
What changes in video game ecosystem would encourage entrepreneurial growth of game developers and game designers?

#gaming #GamingNews #GamingStartup #StartUp #Androidgames #pcgaming #gamedev #gamedesign #gamedeveloper #AVGC #design #designsystem
The industry is obsessed with terms like immersive gaming, pro gamers, longer gameplay sessions, engagement etc. The game dev community is growing at a rapid pace. The game schools, number of game startups, number of games launched in the market are growing alongside. Games are
competing for User’s attention. One game is trying to snatch the “session time” pie of another game.

The high worth individuals were early adopters of the internet and good spender. Similarly the high worth individuals were early adopters of Apple products and they are
good spenders for Games on Apple platform. Android has a volume of late adopters on low cost smartphones that spend less on the games they play on Android platforms. Extending the internet to the next billion users needs a different strategy aligned to their
spending capacity.

The window of budget, funding, development, scope creep, monetizing, publishing, marketing analytics and returns need to find parity for managing risk and motivation of video game entrepreneurs.

Due to advancement in cloud technology a good game can be
developed in a Game Development School, Game Development Incubation Center, Small Game Development Studio. One institute may follow one art style like a small studio. It is important to develop institutions like school of thoughts and
a school of art form.
1. This develops the identity and discoverability of the institution.
2. One institute one type of game, maintain focus, maintain specialty.

The expectation and behavior of hobbyist, noob, intermediate gamers are different from that of
Pro Gamers. Level of complexity, duration of game, duration of chapters, extension of on-screen options, complexity of the game controller, affects adaptation of the game for different types of player segments. A game development
does not necessarily mean PS5 full length games. A hobbyist play sessions may not be at length compared to a pro gamer. The routine could be occasional gaming. This may put to use by releasing the game chapter by chapter in episode.

A chapter by chapter releasing approach would
tackle the issue of scope creep. It will maintain the focus of the dev and design team. This will help to manage the clarity on budget wrt quality and follow the timely milestones. Micro investment on a chapter would help the investor to distribute risk by not putting
all the eggs in a single basket and maintain a portfolio instead. Chapter by chapter analytics would uncover insights by comparing one chapter with another. This will add to the confidence of the investors. Don’t reinvent the wheel. Don’t try to
unlock all the doors.
1. Create a new map for a new chapter in an existing game.
2. Replace a side character. Add a side character.
3. Improve the look of the main character without changing the action.
4. Improve the action of the
main character without changing the look.

People aware of User Experience are also aware of Design Systems. Similarly, Atlassian has Data Systems. AR / VR and Games requires Video Game Systems for Reusability of assets. This would make it possible to
sell Open Source Games Chapter by Chapter. Just the way it happens in movies, a comics plot like Batman, Spiderman, Joker is remade and released with different storyline. A new team on game director’s credibility would be put together to release
a game chapter. Independent game systems would maintain the collective.
1. Art Style and Artifact.
2. Designs of character, props, landscape and bg art.
3. Environment.
4. Code base.
5. Stories, Personalities and Character.
6. Documentation.
7. Action.

The most important thing is a sense of accomplishment achieved timely that will keep everyone upbeat and motivated including the investors. A month of work & investment is not much to grief upon if failed after release. Youtube is filled with
Indie game developers failure videos that began with a mammoth project. Don’t begin with a mammoth project because your hobbyist consumers are not consuming a mammoth at once. The thumb rules of the early 20th century might not fit now for the consumer.

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