As I consider entering all these competitions, it's good also to heed what Tao over at Starlit Citadel writes - that award-winning game designs don't necessarily sell well. I think that's true in a whole bunch of settings; commercial success and quality are correlated on a first-order basis, but one person's "quality" is another person's crap, and there are some pretty big second-order effects. And what you play (and what would be fun) is very situational - I've probably played much more Barbie Uno than I have played better games that I like far more.
So, what's the key to marketplace success? A great game, sure, and hopefully one that could win awards, but maybe more importantly, one that is eminently playable - not too long, accessible to newbies, easy to set up, visually attractive, cheap and available, and fun to play over and over again.
Hey, I just described Barbie Uno, didn't I?
Friday, September 17, 2010
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