Stay On Target

The target audience is a critical consideration for any product. During my engineering days, such considerations were very clear. The customer would provide specifications, and I would create the control panel or wiring diagram or program to meet those specifications.

As a game developer and sometimes-writer, the target audience’s wants and needs are far less cut and dried. When it comes to creative pursuits, it’s very easy to fall into creating the game you would want to play or the story you would want to read, but this can be a trap. It can lead to an audience that’s much narrower than the target audience you truly want. In the worst cases, it can lead to restricting yourself to an audience of one! Obviously, this is less than ideal for any sort of product.

And so it becomes very important to define the target audience at the start and to keep that target audience firmly in mind, even if you are not a member of that target audience, make that especially if you are not a member of that target audience. Target audience will impact art choices, game mechanics, and even aspects of your game as seemingly innocuous as packaging.

It’s also highly beneficial to consider ways to expand your target audience. Movies frequently tone down certain elements in order to achieve a PG-13 rating instead of an R rating. Whether you personally like it or loathe it, the fact remains – PG-13 movies gross two to three times more than R rated movies on average.

Cutting down on over-the-top gore or sensuality can have the same impact for games. In some cases, it can broaden your audience by entire nations that have censorship laws against certain themes or imagery. Always be mindful, however, that aiming for too broad an audience can dilute the appeal. Just because a game doesn’t offend anyone out there doesn’t mean it appeals to anyone out there, either.

YTN Episode 004

The 4th episode of Your Turn Next has just gone live!

Join the YTN team and a special guest as we wrap up the playtest discussion using the Forming First-Rate Feedback blog post from June 19th and then discuss world building in games, books, and movies.

Let us know in the comments or via email if you have any topics, questions, or ideas you’d like us to discuss in a future podcast. The email address is: contact@clockworkphoenixgames.com

And if you’re looking for links to some of the things we discussed this episode, here’s where to find more about:

YTN Episode 001

The 1st episode of Your Turn Next is now live!

The audio balance should be better this time around, and we got some good discussion going about the Age of Creative Freedom blog post from May 4th.

Let us know in the comments or via email if you have any topics, questions, or ideas you’d like us to discuss in a future podcast. The email address is: contact@clockworkphoenixgames.com

And if you’re looking for links to some of the things we discussed this episode, here’s where to find more about:

Age of Creative Freedom

Modern technological advances have made it easier than ever to share not just our thoughts but our creative works. Even just a few decades ago, it was a real challenge to get a book published for mass consumption. A writer needed to submit their work to major publishers, wait to have that work reviewed, and likely have it rejected. Even if we ignore digital publishing entirely, print-on-demand services allow people to print copies of their books at a reasonable cost. Beyond that, crowdfunding sites like Kickstarter and Indiegogo give authors a means to produce an entire print run of a book if they can establish an audience for their work.

The same principles easily translate to card games and role-playing games and can even apply to big box board games (though at higher print-on-demand costs than purely print media products). In order to crowdfund a new card game or board game, a crowdfunding user need only generate an idea, develop that idea, test it, write and edit the rulebook, commission all required art, perform all required graphic design for the game’s components, create a compelling campaign video, and get the game produced, packed, and shipped.

Yes, that’s a whole lot of work, but it’s doable. It’s a far cry from doing most of those steps anyway, then submitting it to one of a tiny handful of game manufacturers, and then hoping for the best. The ease of creating games in the modern age has allowed the number of game manufacturers to explode over the past 50 years.

Even consumer goods products are quickly heading toward an anyone-can-do-it state. 3d printing, which is becoming more and more accessible, is a great way to prototype a product idea to gauge interest. Once the idea is proven, it can be crowdfunded just like a book or game. An idea that would have required a six-figure investment years ago can now be brought to customers for a much lower initial investment (or at least one that’s spread out across far more people).

At this point, I’ll resist the growing urge to launch into a First Church of the Transistor sermon and wrap up the article. What do you think? Are there ideas you wish someone would create in this age of creative freedom? Are there things you would like to create?

Tune into the upcoming episode of Your Turn Next! (Episode 001) to hear Reese, Tony, and I discuss this article as well as a variety of gaming topics.