We often consider artistic works from a creative or cultural perspective, but I find it just as enlightening to examine them from an economic or evolutionary lens. How does the economic environment within which a developer finds themselves shape the form that art takes? As a case study of this in practice, I’ve been fascinated by a class of content-focused game that’s recently found a stable niche in the maturing mobile, PC and console […]
My article introducing folks to the genre life cycle is up on Gamasutra.com. Woot. Gamasutra is a site that I respect quite highly, so I’m honored to see them taking an interest in these esoteric writings of mine. 🙂 Let me know what you think: https://www.gamasutra.com/view/feature/129880/the_circle_of_life_an_analysis_of_.php take care Danc.
Well, that was an exciting moment in the history of this website. In the spirit of my old demo days, greetz go out to all the readers from Penny Arcade, Slashdot, Kotaku, 4ColorRebellion, Joystiq, GameGirlAdvance, Dvorak(?), and more. I apologize for any disruption of service for folks who were visiting the site. Everything should be back to normal, comments are back on, and I’m on a new server with 10x the bandwidth. Post away. 🙂 […]
I’m still jet lagged from my recent trip overseas, but I managed to stay awake for the new Nintendo controller announcement. I must say that I’m feeling like an excited Japanese school boy waiting in line for the latest Dragon Quest. I’m not going to tackle whether or not this innovative device will be a market success for Nintendo. There will be so much riding on the 1st party titles, the 3rd party support and […]
Profiting from the Genre Lifecycle Let us revisit the genre life cycle and summarize what we have learned. I’ll also discuss basic design strategies for succeeding during each phase of the genre lifecycle. I apologize ahead of time if some of these comments are a bit tongue-in-cheek. Introduction “A new and addictive set of game mechanics are created.” During the introduction phase, there is lots of risk and not a lot of profit. You […]
How to create a new genre We’ve seen how genres die. Now let’s look at how they are born. There are two clear cut methods I’ve come across for founding new genres: Innovate in terms of more potent reward mechanisms Innovate in terms of more cost-effective risk mechanisms. As we will see, innovating in terms of reward mechanism is merely a path that leads towards creating new risk mechanisms. Ultimately new genres rest upon […]
How to kill a genre: Revisited In my previous article, I discussed how a single king-of-the-genre title can take such a large market share of genre addicts that it gains a market monopoly that crushes future competition. This tale is certainly quite palatable to many craggy old genre addicts who reminisce about their favorite genre. However, now that I’ve looked at some more data I’d like to revise my theory of genre death. First, genres […]
The life cycles of game genres and the lessons that they teach us Intro Over the years people have bemoaned the rise and fall of various gaming genres, but there has been little analysis behind the functional processes that drive this critical market systems. Genres are a major defining factor in the creation of rich markets of avid gamers and designers ignore them at our own risk. We cannot assume that a genre will always […]