Evergreens
Jan. 20th, 2006 12:59 pmA game designer I respect once said to me, "If I ever make another Game of the Year that sells only 50,000 copies, please just shoot me." People who have been in the industry for years are often very good at making games that other game afficionados (such as game journalists) love -- but not so good at making games that actually *sell*.
As game budgets increase, it is rare for a game to take up less than a year of production time; Two years or more are not uncommon. And most of these games stay on the shelves for less than 3 months. I, for one, am tired of seeing such a brief return on years of my effort. *Some* games stay on the shelves for six months, a year, or even longer. Sometimes six months can go by where the top 5 sellers *don't change*, just shuffle their order. In this essay, I'm going to try and identify commonalities among these "Evergreen" titles. It goes without saying that an Evergreen has to be fun -- but that clearly isn't sufficient, as many fun games either vanish without a trace, or get only a brief stay on a best seller list.
In looking at Evergreens over the last few years, I see lots of little patterns, but they can be divided up into two broad categories: Mainstream Appeal and Lengthy Games. All Evergreens I looked at had at least one of these in a big way.
( Rest of lengthy analysis behind cut )
As game budgets increase, it is rare for a game to take up less than a year of production time; Two years or more are not uncommon. And most of these games stay on the shelves for less than 3 months. I, for one, am tired of seeing such a brief return on years of my effort. *Some* games stay on the shelves for six months, a year, or even longer. Sometimes six months can go by where the top 5 sellers *don't change*, just shuffle their order. In this essay, I'm going to try and identify commonalities among these "Evergreen" titles. It goes without saying that an Evergreen has to be fun -- but that clearly isn't sufficient, as many fun games either vanish without a trace, or get only a brief stay on a best seller list.
In looking at Evergreens over the last few years, I see lots of little patterns, but they can be divided up into two broad categories: Mainstream Appeal and Lengthy Games. All Evergreens I looked at had at least one of these in a big way.
( Rest of lengthy analysis behind cut )