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Carolina Pezzente's avatar

I think there's no one single answer to why consumers want stuff. Maybe the key is trying to empathise with your target audience based on research. Say, does your audience actually care about hooks? If so, what type of hooks? If not, what are they looking for instead? If you ask me, I like being challenged (especially intellectually and emotionally) in games, and I like mechanic hooks. In fact, I thought Portal was great because it has a logic which allows for very original puzzles. But not everyone thinks like me.

drew♦️'s avatar

This is really great. I've been developing a 3d game similar to the zelda links awakening remake(similar in camera work, dungeons, a "zelda-like" if you will) and I've been told by a couple of other game devs, "wow this is cool, I'd play it - but what's the hook?" Um I don't know. It's a fun game with cartoony graphics? I've always thought the idea of hooks was a weird one. I've even tried to analyze my own buying habits, and at no point do I think "wow, neat mechanic. I'd buy that." I tend to think "ok this is like X game and I really liked that. I'd play this"

June Fernan's avatar

Really in-depth analysis here. Would love to see something of this caliber covering RTS games.