You Really Should

It’s quite common in the MMO industry to run into people who want to tell you: what kind of game you should build, what audience you should target, what business model you should use, how you should interact with your players, where you should focus your development efforts, who you should hire, how you should advertise … and generally how you should build and run your game.

Some of these people are industry veterans with amazing amounts of talent and experience; some are armchair designers with amazingly loud voices. Often, it’s hard to tell the difference.

But here’s my secret method to distinguish good advice from bad: If someone tells you what you should do, you can probably ignore them. There is no ‘should’ here. There are only goals and paths towards those goals. If someone offers to share the paths they took and how those worked out for them, that that is incredibly valuable information — take it! Use it! But don’t get caught up in should. We’re too young an industry for should.

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3 Responses to You Really Should

  1. You should make a game about dimension hopping pony-people with all game elements developed simultaneously but separately (for maximum time efficiency) and market it to the 70+ golf-enthusiast crowd.

    People would love it!

  2. Babs says:

    You should write a post about shoulds, Sandra. You really should =) Next time you have a spare moment for advice, ping me? Before I go postal? LOL!

  3. Chris says:

    “You should make a game about dimension hopping pony-people with all game elements developed simultaneously but separately (for maximum time efficiency) and market it to the 70+ golf-enthusiast crowd.

    People would love it!”

    Sounds like the makings of a Hardcore PVP game. You should make it a hardcore PVP game.