I think that today’s post is a necessary one. I have had it at the pending list since quite weeks ago. Today I’m going to explain the process of puzzle creation for New Sokoban.
Today’s post is the second part of an article about target audience and its implications on the development and commercialization of your app or game on the AppStore. You can find the first part here. In this second part I’m going to try to apply the theoretical concepts discussed on the first part onto my current project New Sokoban.
We talked about that it is important to fix the target audience of your game or app. And we also talked about that it is extremely difficult for your initial projects to do so… So, I’m doing my best 🙂 Anyway, I decided that I would like that the target audience for New Sokoban would be mainly casual. The reasons for that are mainly two: (1) casual gamers are the most and this means more potential downloads. (2) My family and friends are mainly casual gamers or even non gamers. Therefore, working on a casual game allowed me to receive more valuable feedback in early stages of development. Some years ago, I worked on a hardcore project (not for my own) and it was really frustrating to talk about that to family and friends and notice that they were not really interested on that, despite on their efforts to simulate interest. So, this time I realized that I needed all the support I could get and this also inclined me to start a casual game project.
In today’s post I’m going to talk about a quite tricky topic: target audience and its implications on the development and commercialization of your app or game on the AppStore. First of all I would like to clarify that I’m not by no means an expert about this topic. Everything I’m going to say is based on my experience with paintingWalls and New Sokoban. So, comments on this post will be specially appreciated 🙂
Probably when you start your first project that is intended to be published you don’t think about your target audience seriously. You probably focus on creating a great app or game and assume that this will be enough to reach mass market. Usually this is not true. Usually you need to create a great app for your target audience. And that implies that you need to fix or select your target audience first.