I did a presentation at GDC Europe 2014 talking about “The Art of Killing Games”.
Here is the link to the full video on GDC Vault :
http://www.gdcvault.com/play/1020855/The-Art-of-Killing
I talk about my experience prototyping and designing new games at Wooga. Specifically how we evaluate new game ideas and ultimately decide whether a game is good enough to launch or not.
My Big 3 Takeaways :
- Never be afraid of stopping a game. Build a culture that embraces that failure is expected when coming up with new game designs.
- For F2P to work, you need to develop a prototype as quickly as possible that proves that it can be fun for up to a month. This is really when the “minigames” are separated from the games that actually have a chance to become a long term hit.
- You can use hard KPI goals during soft launch to quickly evaluate a games potential. You can use this method to make objective decisions about whether a game has potential to become a hit (rather than endlessly discussing subjective opinions about whether a game is good enough or not)
Hope you enjoy it.