about players
Parent about history about designing about themes about l&f about players about pawns about tiles about randomizing about card effects about fighting about dice effects about counters about moving about winning about MM about collectables about prototyping about variations Game Theory Books&Links Games_UC

 

Parent

About players

If you design a game, focus on your target market. Let me start of with some examples:

  1. If you want to play a game themed on baseball, you don't make much chance finding base-ball haters to play the game, whether the game itself is entertaining or not. Same idea: if you want to make a kids game, it helps if you refer to kids-interests (or even better, make a TV around the characters of your game or visa versa (Pokemon, etc.).
  2. If you draw up a game as complex as chess or go, don't expect your player to have a social evening, as the game consumes up most of the concentration (assuming to really want to play). 
  3. Students are an excellent target group for 'serious' games.

Some of the topics you should look into are: 

bulletboyz versus girlz
bulletentertaining/socializing vs gaming
bulletinteraction vs winning
bulletgood feeling/bad feeling games

As mentioned in other pages, women tend to play socializing games (to make a sexistic remark: "where you can talk a lot while playing" :)).