Never Forget Why You Klick
Author: | Jon Chambers
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Submitted: | 26th March, 2005
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Views: | 5125
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You must always remember why you Klick. For different people this may be a different reason, but every decision, you must have this reason in mind.
Are you Klicking to satisfy the player?
This is by far, the noblest from of Klicking. Anyone with this reason is destined to make a good game. Though, don’t lose track of this, by adding features no one likes. We can all get carried away, making the game too hard, making the story too long, and spending most of our energy making sure everything makes sense.
Anyone played “Crazy Taxi”? This game denies the laws of physics. For some reason, the car you’re driving is more powerful and heavier than every other car. You can go full speed into a pole, and the car never even gets scratched. No matter what you do, it’s impossible to flip the car. There are far more people catching taxis than in real life, and they’re all paying an unbelievable amount of money. The road is unrealistic, because it is impossible to leave the town, but there is no clear explanation. The arcade road is even worse, because it’s just a circuit, very unrealistic.
When I play this game, I don’t think, “This game is very unrealistic! I wish the makers had done more research!”
When I play this game, I think, “Wow, it’s a good thing I didn’t land upside down that time!”
Crazy Taxi probably has less than a quarter of the time and effort put into it than Grand Turismo, yet I can’t stand Grand Turismo, because firstly, it’s as difficult as the real thing, and secondly, it’s the good players who get the easy cars to drive and the stupid players get the tough cars to drive. I understand that this is what real life is like, but can anyone give me a rational reason for hindering the pathetic and helping the pros?
The things that Crazy Taxi DID put time and effort into were:
-Making sure that a slight improvement of skill would double the players playing time
-Adding cool music and colourful locations
-Making things fly through the air when you hit them
-Making jumps readily available throughout the game
-Making people jump out the way when you’re heading towards them
-Turning difficult stunt driving into basic stunt driving, and turning impossible stunt driving into difficult stunt driving
Crazy Taxi is a perfect example of staying focused on satisfying the player. Where do YOU put the time and effort in?
Are you Klicking to sell?
You must remember, that Klicking to sell, and clicking to satisfy are completely different. Klicking to sell means you have to have a game that sounds good. It doesn’t actually have to be good, but it has to sound good.
Most Klick games sell via demo. So, the demo doesn’t need to be good. It just needs to give the impression that it would be a lot better if the full version was bought. It needs to cut out during a climax. It needs to have a very basic game followed by a screenshot of a very in depth game.
There are some games I’ve never bought because the demo was too good. The demo would get more and more challenging, and just when it reached my level, it would cut out, leaving me thinking, “I don’t need to buy the game. It’s just going to get harder. That last level was fun. I’ll just keep playing it.” The games I’ve bought had really easy demos and the promise of a challenge if I paid for the game. Other games had a demo that had a really cool story that just ended at the most exciting point.
Are you Klicking to frustrate and belittle?
This is by far, the most evil form of Klicking, but that’s okay. It’s all in good fun. Even those who aren’t the sort to Klick to belittle read on anyway, so you can learn what not to do.
Child like graphics well make the player assume the game was designed for children. Remember, it is more insulting to be destroyed by a fluffy bunny on a beautiful green field than a blood thirsty zombie in a haunted mansion.
Having a game that’s harder to play than it would be to do in real life is a classic means of frustrating someone. When you jump onto an object in real life, how hard is it to get the distance right? When you’re driving to the shops, and you have to turn a corner, do you have to keep tapping left to avoid crashing? If you were trying to shoot someone, would you make sure you’re standing exactly north south east or west of them, so you could aim properly? Do you ever bump into something when you’re walking along the street, because the thing you bumped into was on the next screen? Have you ever fallen 100m, because you thought there might be a secret down there?
So before you make your next game, first ask yourself, “why do I Klick?”
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