N'Gai Croal
|
May 7, 2007 11:25 AM
In Part I of his two-part essay for Outsourced, Midway Home Entertainment chief marketing officer Steve Allison firmly disputed the notion that videogame marketing and PR needs to change. Instead, he pointed the finger squarely at the developers themselves, and listing ways in which a game's concept and timing could stand to be improved. In the second and final part of his essay, Allison explains why execution is just third on his list of the most important things a developer must focus on--and explains why more game creators should learn the art of the vertical slice--as he finishes up his answer to Level Up's question "How must videogame developers change in order to create bigger hits?"
3. Execution is Only The Third Most Important Factor In A Game's Success. Yes, Third.
This doesn't mean that we shouldn't strive to make great games. Nor does it mean that a great concept gives developers the license to make a crappy game. It simply means that execution alone is no guarantee of commercial success. The developers who understand this will thrive in the next generation home console business. The ones who don't will fall victim to the realities of the shifting marketplace.
The average reader of this piece, especially one working in the gaming business will say, "Wait a minute. A great game whose review scores average 90 or higher can ship when it's done and it'll still be a great game." Or they'll say, "Whatever the concept may be, a great title is all about the game mechanics." Unfortunately, this is not true.
A great game is one that is a commercial success. Period.
Consumers review games with their wallet, and you don't get to sell them a million units at full price unless a bunch of people love your work--especially at $59 a pop. Sure, your craftsmanship may be amazing. But if your concept is not a powerful and relevant male fantasy, executed in a timely fashion, at a level that delivers on the promise of your core idea, you've probably just delivered the videogame equivalent of an art house film.
An art house game certainly proves that your development team is really talented but it also demonstrates you're really not in tune with the audience.
More