How to dominate the Attention Ecomomy | Skill Tree #40
Catching the Attention of Your Audience
The Catch
marketing only amplifies the promises of a game → have to present what you have well
Goal: Interrupt the common patterns to catch someone’s attention
Elements of a good catch
evoke emotion & surprise in a split-second (text, image, gif)
e.g. Mortal Kombat’s gore, Untitled Goose Game’s humor, Cult of the Lamb’s weird mix of animals and cults
familiar but with an original twist
“familarity breeds liking” & serves the audience as orientation, otherwise the cognitive load might be too big
Premise of the Game
Core Fantasy: most naive (easy-to-understand) description of a game in one sentence
Good starting points for a premise are childhood games to foster the audience’s imagination e.g. Pokemon = bug collecting, The Sims = doll house
Allowing players to roleplay their childhood experiences is a good hook e.g. Red Dead = western hero, Crusader Kings = medieval king
Promise
premise + art + genre + messaging = promise (set of expectations and desires)
Art
different artstyles for different games
should evoke emotions and tell a story that fit the game. Also serves as a cue for players what kind of gameplay they can expect
starting point
What is the immediate impact of the visuals?
What are the implications for the audience?
Genre
helps players to categorize a game but can be restrictive for game devs
it’s more about finding common patterns between popular genres to get to the underlying player motivation (e.g. depth via content and a sandbox for player creativity)
Understanding Gamers in 2023
Primary motivations: Relaxing (42%), Entertainment (34%)
Half of gamers behave differently in games than IRL , mostly stronger (more competitive, ambitious, and curious)
In-game purchases are common on consoles (80%+). PC 66%, mobile 58%
45% of young generations watch streams at least weekly, 25% watch specifically esports at least weekly
Are your game monetisation techniques going to remain legal?
New regulations likely coming to UK & EU
UK
Fines of up to 10% of global annual turnover for violating consumer protection laws. Actors that bring complaints forward can be awareded compensation
New rules around subscription terms (reminders, notices, and cancellation in 1 step)
A ban of fake online reviews may be introduced later
Potentially: Regulation of dark pattterns (e.g. fake time-limited offer pop-up banner)
EU
Fines up to 4% of the annual turnover in the Member State(s) where the breach occurred
Rules around product rankings and online reviews
Limitation of personalized pricing
Subscription rules may be added later
Likely: Regulation of dark pattterns