It can be argued that there are no good or bad games; There are only games that some people like and others don't, yet few players stop to think why they liked something.
Fantastic graphics.
Lots of fast moving action.
betway168s movie scenes.
3D realism.
Fantastic music.
Popularity.
None of the above makes a good game on its own and any game that relies on any or all of these to make it "good" is doomed to fail. These elements enhance the game to help the player feel an affinity with what they are experiencing, but they are a second place for interaction.
Player interaction
At the heart of all games is how the player controls things. You often need the player to control several things, however games that have 10 or more different controls are at a disadvantage. They depend on the player "memorizing" all of these controls before they can actually play.
All PCs have a keyboard, and as tempting as it may be to use that as the primary method of interaction, it is the least favored method among gamers. The game controllers place important controls in the hands of the player, giving them a huge advantage over a player using the PC keyboard.
By far the most popular control method for a PC game is the computer mouse. However, mouse control is one of the most difficult aspects of designing a game. It's limited to just 2 standard buttons, uses screen coordinates (which may differ at different resolutions), and requires careful game design.
Most (if not all) game dealers require mouse control as standard and other controllers as optional extras and since the player control aspect is the engine behind the interaction, it should be in place from the start. Adding mouse support later often means a lot of redesign work.
Set a price for your game
You have finished your game, it has passed beta testing and it looks great! So the next step is to make it noticeable so that people can play it, but before you do, you have to give it a value. Even if you intend to target the Freeware market, your game must represent value.
Low price:
If someone doesn't need a program or game, the fact that they have grossly underestimated it will not induce them to buy or try it. Psychologically, a game priced at $ 9 is likely to be perceived as a better price than a similar game that costs $ 1 or even nothing; if it's too cheap, there must be something wrong with it.
Surcharge:
Users don't care if you spent 100,000 hours developing your game or if you need the money. They care about YOUR needs and the costs of alternatives to meet those needs. The two keys to setting the price of any program or game are the cost of the alternatives and the value to the user. Also keep in mind that the price you set can become a benchmark for alternatives.
The cost of alternatives:
To do a sensible job of pricing your product, you need to know the retail markets for your product. Find out what other games of a similar type are selling for and compare your game to them in terms of quality, features, and playability.
Value for the user:
For a game to be a success, it must have a large enough target audience, it must offer value to the player well above its cost, and it must appear better and / or cheaper than the alternatives. If there are many alternatives of a similar type, then your game must be far superior to the alternatives (not just cheaper) so that people are interested enough to favor yours.
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