Sep 7, 2014

A Newbie's Lessons from the Game Industry

I was never a full time gamer, but after watching a talk on game design by Jane Mcgonigal and a few lectures by Kevin Warbach, I started thinking about projecting education through games. People are always talking about how information needs to be converted to a consumable format, and so far that consumable format has been videos. But videos just change the format in which information is presented, it doesn't change the interaction people have with the content. While I think videos are far more affective than books and texts, I also think that games are far more affective than videos.

The problem is that so far, it hasn't been done right. Games are still mostly for entertainment, and we still face the challenge of making games educational without losing out either the game element or the educational element. I have been trying to create a game on cultures and have learnt several things about the game industry in the process, with the help of mentors and experienced professionals:

a) No money: The game industry is facing the problem of how to monazite games in the face of competition from free games. Some of the best games have had to be made free of cost, because people aren't willing to pay. Game designers are encouraged to incorporate the monetization in their game early on and not leave it for later. At the same time, the audience for video games is increasing as more people use electronic devices and the nature of games diversify.

b) Competitive and high failure rate: There is a 95% failure rate among games that are produced and the competition is severe. The number of games on the IOS and Android market are testiments.

c) Easy to produce: Producing a game isn't so hard any more. There are several softwares that are available for non coders. Some good ones I have come across are Unity, Game Maker Studio, Adventure Studios and Game Salad.

d) Making games vs thinking of them: Thinking of game ideas is easy, and it may be appealing in your head. But when you actually start making the game, your ideas suddenly aren't as fun as they were in your head. So its a good idea to start prototyping asap. (This may sound obvious to any entrepreneur or businessman, but I think it applies even more so for games than anything else I've come across so far)

e) Prototyping: From my experience so far, some prototypes don't even make it to the customers, because you notice problems and change it before its fully complete. (This may not be a good idea though, since you could be overly self critical) Prototyping video games has been very different from other kinds of prototyping I've seen or done. It can be anything from drawing on paper to actually coding the game.

f) B2B educational games: A lot of educational games are sold to institutions like schools or businesses who need very specific type of information to be taught to their students or employees.

So far, the game makers I've contacted have been very approachable and friendly. They have been willing to fix meetings without knowing me directly or indirectly. This may be a characteristic of the gaming industry or Singapore, I'm not sure, but either way I have been very lucky with regards to talking to the right people.

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