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Blogs

  Guiding Gamer Expectations
by Robert Boyd on 05/06/11 02:40:00 pm   Expert Blogs   Featured Blogs
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The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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As I was playing two very different indie games over the course of this week, I was reminded of just how important expectations are in determining whether or not people enjoy a particular game.

Exhibit One, the PC indie title, Capsized. Gorgeous graphics, but I didn't particularly care for the gameplay. However, I have to wonder how much of my dislike for the game from the game itself and how much of it came from me expecting to get a Metroid style action/exploration game and instead getting a run & gun shooter with a complex control scheme.

Exhibit Two, the PC indie title, Dwarfs!? I've put in a couple hours into this game and so far, I'm really enjoying it. However, going online, I discovered that many people hated it because it's not a complex simulation like Dwarf Fortress. Instead, it's a fast-paced, score-focused arcade game that's kind of like an out of control top-down Lemmings. Oh and it's got a well done tower defense game as one of its bonus modes.

When people's expectations don't match the reality of a product, disappointment almost inevitably sets in regardless of the quality therein. You could have the best orange in the world – it still makes for a crummy apple.

With both Capsized and Dwarfs!?, much of the confusion came because of the setting. Capsized is a 2D platformer with a setting similar to Metroid so I expected similar gameplay as well. Dwarfs!? and Dwarf Fortress both feature dwarf colonies digging out tunnels as their basic premise so some players expected they would play similarly as well.

However, there are other ways that player expectations can become misguided. Consider Breath of Fire: Dragon Quarter. Dragon Quarter is one of the most brilliant RPGs of all time, a true piece of gaming art. However, it did horribly at retail. Why? Because the fans were expecting another Breath of Fire III, a fun, colorful, and fairly stereotypical fantasy RPG, and instead got a very dark sci-fi/fantasy blend with several experimental gameplay systems.

Shadow of the Colossus is considered one of the finest games ever created. And yet, I bet you if you had taken the exact same game and all you did was change the name to The Legend of Zelda: Shadow of the Colossus and replaced the two leads with Link and Zelda that the game's reception would have been drastically worse due to failed expectations.

Or take pricing. Players have different expectations for $60 games than they do for $15 games than they do for $1 games. This can be either advantageous (great value!) or disadvantageous (overpriced!) to the developer. To use a personal example, I purchased Bioshock 2 for $5 in a recent Steam sale and so far, I've been loving it. Would I have had the same reaction if I had paid $60 for it? Maybe not.

Or consider Mirror's Edge. It's a great and unique game, but had underwhelming sales. Had the game been designed & marketed first and foremost as a unique take on the racing genre, I daresay it would have sold drastically better than it did. As it is, people played it expecting a FPS/platformer, finished the short story mode, were unimpressed and set the game aside, not realizing that the story mode was basically just an extended tutorial for the really fun stuff – becoming totally awesome while doing time trials & speed runs.

With expectations being so critical to a game's success, both critically and commercially, what are some things that can be done to help gamers to have the proper expectations for our games?

1. Price your game appropriately. My simple rule for game pricing is "What is the highest price we can charge for this game while still making the game an incredible deal?"

2. If your game has superficial similarities to a popular game but the gameplay is very different, you need to make these differences very obvious in any and all marketing you do for the game.

3. If your game is a sequel to a highly respected franchise but features major differences from previous titles, consider releasing it as a spin-off instead of a main game entry. This advice is less applicable if the series is widely considered past its prime and in need of a reboot.

4. Long held expectations can take time to change so start your marketing early. If I've been hearing details about your game for months, then I'm probably going to have a good idea of what to expect when I finally get to play it. If the first I hear of it is when it shows up on Steam's New Arrival list, I have much less to base my expectations on and so there's a much higher chance of inaccurate expectations forming.

5. Take care when describing your game that you don't inadvertently overemphasize less important aspects. For example, with Capsized, one of the features listed in their Steam description was "massive non-linear environments" which combined with the sci-fi setting, naturally made me think of Metroid.

6. Name your games with care. I feel this is something we did successfully with our first RPG, Breath of Death VII: The Beginning. Just from reading the title, the average fan of RPGs should be able to correctly guess that our game is 1) an RPG. 2) a parody, and 3) undead-themed.

7. Make sure that the player knows how hard your game is. Some people love hard games and others prefer easy games so you want to make sure your game gets matched up with its correct audience. Super Meat Boy did a great job of this. Its Steam description contains phrases like "tough as nails", "old school difficulty of classic NES titles," and "difficulty from hard to soul crushing." Its difficulty is a selling point, not a surprise. Conversely, the excellent PS2 horror game, Siren, failed to emphasize its extremely high level of difficulty (seriously, it's one of the hardest story-based games of all time) in its marketing and so much of the backlash towards game was a result of people finding it overly frustrating.

Too many great games have underperformed because of misguided expectations. By keeping gamer expectations in mind when we design and market our games, we can help our games to be appreciated for what they actually are and avoid being disliked for what they are not.

 
 
Comments

Ian Richard
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Amen to that.



I know that most of my strong opinions derive directly from my initial expectations when I bought the game. When something doesn't meet the expectations that I've been lead to believe... I usually end up with a far more harsh opinion.



Deadly Premonition is one of my personal favorite games. Yet, if I purchased it for $60 with the belief that it was a large budget game... I probably would have had a very different opinion.

Jack Garbuz
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Nothing new about "hype "in advertising. However, a few of my favorite games of the past have been relatively short. Of course, I only bought them when they were heavily discounted. But three of my favorite military shooters from the past that I own are Shellshock Nam 67 (which can be played and "beaten" within less than 3 hours and have replayed dozens of times in the past), MoH Airborne, and Frontlines, the latter two which can be played in a short afternoon. Certainly, had I paid anywhere near $60 for any of them, I would have have had buyer's regret. But I have replayed all of them many times, and "REPLAYABILITY" is a factor that is often under-appreciated. A typical movie costs about $10 today, and provides an average two hours of entertainment, or basically $5 bucks an hour. A 20 hour game - if it delivers 20 hours of enjoyable entertainment - is probably worth $60 bucks to those who can still afford to it in this economy. But with game development now approaching the cost of movie production, and with the economy causing a retrenchment in industry sales and revenues, the companies have to make shortcuts somewhere. Either cut back on production values, or shorten the length of them. Or over-hype them in the advertising. Clearly, those who are paying full price are invariably going to be disappointed.



For me, the answer to this dilemma would be to make them shorter, somewhat cheaper, say $29.95 but concentrate on "replayability" In fact, replayability should be part of the sales and marketing effort. They should overly say things like, this is a game you will definitely play over and over again. And make sure to make and test them so that indeed they really are as advertised. So that critics will say, Short but SWeet!

Billy Easley
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Breath of Fire: Dragon Quarter is an excellent example of the expectation game working against a company's best interests. I knew a decent number of folks who found the game repugnant because of how different it was from previous entries - but I found it to be brilliant. The effect seems to be rather clear- I haven't heard hide or tail of another entry in the series for quite some time.



The belief that you should just make a spin-off game instead is intriguing, but I'm not sure it solves the direct concern. Spin-off or not, DQ would have been derided by those fans who have a firm view of what a BoF game should be - at least that's my view.

Eric Schwarz
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While it's important to recognise that the player is going to have huge expectations in going into any game, and that having those expectations verified or contradicted can colour their opinion forever, it's also worth pointing out that you can't use that as an excuse for legitimate complaints against a game. I recently came across this in a certain developer (who I will leave unnamed), where he effectively argued that his game was free from flaws (or at least many that people pointed out) because he "wasting trying to make the game they wanted." While this is true in some respects, he also seemed to use it as a way of avoiding responding to legitimate complaints against his game - that it was too easy, that it lacked tactical depth, that its writing and world design were sub-par, etc. Not that I intend to attack him personally here, mind, but it struck me as a peculiar sort of defense that tried to take the blame off of the designer and put it on the fans. Such thinking strikes me as dangerous, at the very least.

Tora Teig
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Ah, yes. I often find advertising completely dismembered from the actual game. Or, so exagerrated that it just confused me. The Fable franchise, for example, always making promises that are impossible to keep and so tarnishes the experience. Much the same when Spore came out back in the day, people had been handed fantastic expectations that just kept growing until it blew up in our faces :<



A very good point, very good tips! Thank you, Robert! ^^

Shreerang Sarpotdar
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3. If your game is a sequel to a highly respected franchise but features major differences from previous titles, consider releasing it as a spin-off instead of a main game entry. This advice is less applicable if the series is widely considered past its prime and in need of a reboot.



^This. DA2 would have been met with far less opprobrium if Bioware had made DA2 a spinoff title such as DA: Chronicles of Kirkwall, rather than a true-blue sequel. Not that it excuses the game's other flaws, but it would've been a way for Bioware to say "We're doing something different, testing the waters." and not get flak. Now they'll need to work hard to regain their mojo for DA3.

Eric Schwarz
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Except that Dragon Age largely made its mark as a follow-up to Baldur's Gate, although it was nowhere near as good. That was pretty much its entire appeal outside of the fanservicey characters. I somehow don't think that they'd get off the hook so easily. Most of the problems in Dragon Age II have little to do with the fact that it's not a "true sequel"; those problems stem from the fact that it's a sloppy, poorly-designed, poorly-written, rushed game featuring bad storytelling, bad action, and fewer features than the first, that was pushed out the door in order to play on the hope and expectations of fans of the first game. No amount of "well it's a side story!" would change that. See what I said above about deflecting critique on the basis of genre/expectations/etc.

Adam Bishop
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The fact that DA:O was made by the same developer as BG was certainly *some* of the appeal, and it may have been the primary appeal to a particular brand of old school CRPG player, but in my experience that's not why most people played it. I've noted far more people saying they wanted to play it because it was made by the same company that made Mass Effect or Knights of the Old Republic. Many people also played it because it looked really interesting or got great reviews, or because there's been a lack of big-budget RPGs on consoles and PCs over the past few years.



I think people who've played older PC games - particularly RPGs - tend to over-estimate how important lineage is to the average gamer. I'd be willing to bet a sizeable portion of DA:O players have never even *heard* of the Baldur's Gate games, let alone played through either of them.

Ian Livingston
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I am truly fascinated by the number of players who have expressed disappointment in Capsized not being more like Metroid.



More than anything, this has been a lesson in the importance of managing expectation. Capsized has always been described as a combination of FPS action and classic 2D platforming. However, somewhere along the line the expectation became Metroid. Robert suggests that for him this was due to the emphasis on "massive non-linear environments", but I suspect the confusion is simpler than that for many players; that many see "space + 2D" and instantly equate it to Metroid.



Expectations are an interesting and complex phenomenon, nice article.

Luis Blondet
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Siren was soooo bad. I had no clue what I was doing or supposed to do!


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