With #Gamescom in full swing and a few IP games being featured (Indiana Jones, Dune, Marvel Rivals etc) I wanted to share some thoughts on 🎬 IP and Games 🕹 We all know how powerful familiar characters, rich worlds, and established narratives can be in drawing players in. But I believe IP in games shouldn’t just be about rehashing what’s already been done—it should be about creating new stories that expand these universes in fresh, innovative ways. Games have a unique ability to tell stories that wouldn’t be possible in a movie, TV show, or book. They let us explore uncharted territories, dive into the minds of side characters, and make choices that directly influence the narrative. This kind of interactivity is something only games can offer, and it’s an incredible tool for storytelling. But for this to happen, IP holders need to be willing to grant more creative freedom and flexibility. By trusting developers to explore these worlds in new ways, we could see a wave of innovative games that both honor and expand upon the original material. Here’s where it gets exciting: Imagine if small, agile teams (Indie, III, AA, or whatever you want to call it)—those creative risk-takers who aren’t afraid to push boundaries—were given the opportunity to tap into existing IPs. 1️⃣ Built-In Audience: Existing IP gives these developers a solid foundation of fans who are already invested in the characters and stories. That can seriously reduce the marketing challenges often faced and provide a baseline for success. 2️⃣ Creative Freedom: These teams thrive on innovation. Give them the right IP and the freedom to experiment, and they’ll push boundaries, creating experiences that are fresh and unexpected—turning what could have been a simple spin-off into something entirely new and exciting. 3️⃣ Why Smaller Teams Could Shine: Their agility allows them to explore creative ideas that might be more challenging to pursue within the larger scale and scope of AAA production. This doesn’t mean one approach is better than the other—rather, it highlights how these teams can complement the broader industry by offering fresh, innovative takes on beloved IPs. Smaller games can breathe new life into IP by exploring niche audiences and taking creative risks, ultimately delivering experiences that resonate deeply with players. Now, I get it—individual revenues might be lower for a smaller adaptation than for a AAA blockbuster. But here’s the thing: games have the power to tell new stories that could be adapted back into traditional media, like movies, TV shows, or books. This creates a cycle where innovation in gaming feeds back into the larger IP universe. What do you think? Could IP and smaller teams work together? #IPinGames #GameDevelopment #Innovation #Storytelling #GamingIndustry
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Arranger: Unique Boss Design Adventure Launches July 25 Exploring the World of "Arranger: A Role-Puzzling Adventure" In the world of indie gaming, innovation and creativity often take center stage. One such game that exemplifies these qualities is "Arranger: A Role-Puzzling Adventure." This intricate game, developed with a unique set of mechanics and engaging gameplay, offers players an experience that is both challenging and rewarding. Let’s dive into the details of this fascinating game and explore what makes it stand out. A Unique Gameplay Grid "Arranger: A Role-Puzzling Adventure" unfolds on a sprawling, interconnected gameplay grid. This grid is not just a backdrop but a central element of the […] https://lnkd.in/dKcneNaX https://lnkd.in/dn3HGTmD
Arranger: Unique Boss Design Adventure Launches July 25 - Hawkdive.com
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I think this is all true, but the one additional factor is that indie developers and the like are usually developing something that is a true and authentic, a raw expression of an original idea. It's not "proven" to work in the market but thats not the point. When most products are made with profit as their first goal they're going to lean on proven formulas or concepts that worked in the past. The irony is that those riskier, more raw expressions of designs that arent just based on a proven, safe template, are the ones that hit big (Donkey Kong, Angry Birds, Among Us). It's not just games either, it goes for movies, comedy, pro wrestling etc. This is because the audience wants discovery above anything else. When you make the 500 millionth mario clone how much is there for the audience to truly discover? Do you think your 2D platformer is going to do better business than Super Mario Bros did? It's "riskier" to make those leaps in design but the payoff is worth it. At the end of the day it just has to be fun, and the more unique and authentic it is (combined with great execution), the more fun it will be.
Game Content Creator | xZynga-Rollic | Product Manager / Business Development Manager | Game Prototyping & Strategy Growth |
🌏 In the world of gaming, millions 💰 are spent on development. However, true game design mastery demands nothing more than ''passion, dedication and vision''. 🔥 The essence of good game design is rooted in player centric visionary dedication. In the past few years, We have seen big-budget games ‘’disappointed’’ us with subpar design, while many indie titles ‘’shine’’. Why is that? Because many indie titles showcase exceptional design, ‘’emphasizing’’ the power of creativity over budget. A Great Game Design is immune to common gaming pitfalls ↳Paywalls, ↳Lack of Content, ↳Bugs and Glitches, ↳Micro transactions, ↳Poor Gameplay balancing, ↳Toxic Community A Great Game Design will always protect the players. And this, eventually, will protect and grow the development studios. Do you agree with me? Cheers! PS:Aight, since the last post, my hand writing and drawing skills only got worse. PS2:I know Hell Divers II, Baldur’s Gate III are all big budget, but you got handful of games. #gamedesign #gameindustry #videogames #mobilegames #meme Meme inspiration: Roberto Ferraro
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In AAA game grey mass hell we've been going through for the past decade I feel it's important to take note of indie games and studios, what kind of impact they've had on the entire gaming history, culture and how the tides shift within that realm as year pass by. Back in the day games were a functional form of entertainment, leaning towards gameplay quality and enjoyability factor, even indie games focused towards that in most cases. Yes, there always were wonderful stories, worlds and characters manifested via this form of entertainment, but I feel after experimenting with a wide variety of mechanics, providing with tones of truly unique gaming experiences, the focus has shifted within the indie game universe. It is more of an art form, a way to express a person's level of creativity, create a certain atmosphere, wake up some type of a certain emotion from the player. In these types of games the gameplay no longer plays the main part, but rather everything else around it. In some cases the "everything else" might be shrunk into almost nothing, yet still provide a sophisticated and engaging experience. When working with limitations - the real creative power comes out, like most other things with some kind of a stressor. Though certainly not for everybody, I highly recommend at least looking into this style/format of gaming. It strips the player from acquiring some kind of skill level or, usually, control of the environment, which can result in some kind of revolt, but it's important to try and exhaust the ego a bit and just allow the developer to guide one through their artistic (usually) short experience. One term that pops into the mind is "walking simulator", I dislike it, because it bares the basic surface-level brain response of "boring" or "lacking" in actual gameplay. Though sometimes that might be the case, there are gems out there, just required a bit of research. Of course to each their own, but games like this may be thought-provoking and memorable experiences, something that AAA games lack nowadays. Being a guy who's really not into online multiplayer games, this realm of indie games is really my kind of thing - a non-personalized, yet personal experience of a person's creative output. Anyway, not sure if any of this made any sense or whatever, it's been years since writing stuff, so please bare with me, next time I'll try to put together a more coherent and understandable text, without AI assistance, I promise :D A good place to start with these games is a throwback/revival of PS1-style graphics and gameplay, with short versions of games heavily rooted in atmosphere and experimental environments - Haunted PS1 Demo Disc. It's totally free, cheesy and surely nostalgic, give it a try, let me know if you liked it, etc etc Anyway, guys, you have a good day.
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Hypercasual games have become overcompetitive — now the new genre of hybrid-casual is getting popular among game developers. Let’s see what’s happening 👇🏼 𝗣𝗿𝗼𝗯𝗹𝗲𝗺: hypercasual games focus on one main feature and are played the same way over and over. After some time, developers started to struggle to retain users due to a great number of similar apps, and relying on revenue models mostly based on interstitial ads stopped working. The market was so overcrowded that developers looked for new features and gameplay mechanics to keep players interested and returning. 𝗦𝗼𝗹𝘂𝘁𝗶𝗼𝗻: game-makers created hybrid casual, a relatively new style of mobile games. It incorporates the simplicity of hypercasual gameplay with more sophisticated progression mechanics, which appeal to mid-core audiences. For example, hybrid casual takes from hypercasual: design and production, additional gameplay content, best monetization practices, and live operation activities. Overall, the hypercasual struggles prompted the transformation into hybrid-casual — and soon this genre will prevail.
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Most video games essentially boil down to 6-8 seconds of gameplay. This is the core gameplay loop. It is the heart of your game. You can make a game that is only 15 minutes long. Or it can have 40 hours of playtime. Hundreds, even. But those 6 to 8 seconds are what your players will spend most of their time doing. ⌚ The point is to make those few seconds WORTH IT. In today's market where dozens of new games are released every single day, players tend to be less willing to invest a lot of their precious time to "find the fun" in a game. That’s why YOU must find that fun. Figure out what your unique features will be, and implement them in the simplest possible way. A good core loop should put your players in a state of flow. You want them to be fully engaged in the game, with nothing distracting them from the task at hand. Of course, you can't make your game work for everyone, so you need to pick a target audience to design for. From there, you iterate. A lot. Typically, the player will start with a very simple goal, something that can be achieved quickly, receive immediate feedback, and unlock the next task. No matter the game scope - the core experience needs to be satisfying at all times, and players should have a rough idea of how long each task is going to take and if they can finish it in a single session. It doesn't matter if you implement dozens of hours of gameplay. if your players don't get hooked on your game's essence, they will abandon it at the very beginning. So, be sure to make those seconds fun! 🤩
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Game Content Creator | xZynga-Rollic | Product Manager / Business Development Manager | Game Prototyping & Strategy Growth |
🌏 In the world of gaming, millions 💰 are spent on development. However, true game design mastery demands nothing more than ''passion, dedication and vision''. 🔥 The essence of good game design is rooted in player centric visionary dedication. In the past few years, We have seen big-budget games ‘’disappointed’’ us with subpar design, while many indie titles ‘’shine’’. Why is that? Because many indie titles showcase exceptional design, ‘’emphasizing’’ the power of creativity over budget. A Great Game Design is immune to common gaming pitfalls ↳Paywalls, ↳Lack of Content, ↳Bugs and Glitches, ↳Micro transactions, ↳Poor Gameplay balancing, ↳Toxic Community A Great Game Design will always protect the players. And this, eventually, will protect and grow the development studios. Do you agree with me? Cheers! PS:Aight, since the last post, my hand writing and drawing skills only got worse. PS2:I know Hell Divers II, Baldur’s Gate III are all big budget, but you got handful of games. #gamedesign #gameindustry #videogames #mobilegames #meme Meme inspiration: Roberto Ferraro
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Marketing manager with 3+ years of experience in International Marketing Services. Expert in Digital Marketing, Cross-Cultural Communication & Strategy.
The Best Video Game Remakes Of All Time . Video games are constantly evolving, both in terms of technology and creativity. Sometimes, a game that was once groundbreaking and beloved becomes outdated or forgotten over time. That’s why some developers decide to remake their classic titles, giving them a new life and a new audience. But not all remakes are created equal. Some simply update the graphics and sound, while others add new features, mechanics, and content. . #promojoyz #joyforcustomersvalueforbusiness #categories #entertainment #gaming #recommendations #remakes . Continue reading at...... https://lnkd.in/gCHnGnCY .
The Best Video Game Remakes of All Time
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🕹 "Abandoned Pixels: Tales of Unreleased Games - Silent Hills" 🕹 Sometimes we hear rumors or get screenshots leaked of a game in development that piques our interest. Something that we can't wait to see how they build the world, entice us with exciting gameplay or bring new life into an old franchise. Unfortunately, some of those games never get released, for one reason or another. I would like to shine a bit of light on those games in a new weekly (hopefully) series, showcasing the hard work of developers that unfortunately never made it to our screens. As a developer, we know how hard it is to watch a creative idea get set aside, knowing they will probably be lost forever. 👻 The first installment I would like to include is the Kojima Productions game, "Silent Hills". 👻 Almost 10 years ago "7780s Studio", a pseudonym for Kojima Productions released a demo on the Playstation Store named P.T. which centers on the player, who awakens in a haunted suburban house and experiences supernatural occurrences. After the player solves the final puzzle, a cryptic and unrevealed puzzle that allows the player to escape, a trailer reveals that P.T. is a "playable teaser" for a new game in the Silent Hill series, called Silent Hills, directed by Hideo Kojima and Guillermo del Toro, with the protagonist portrayed by Norman Reedus. It was in development for almost 3 years before it was cancelled. When creating the game, Kojima refrained from using graphic violence to build up suspense, as he felt that too many horror games rely on the trope. He wanted to elicit a more "genuine, thoughtful and permeating" type of fear. P.T. became one of the most talked about horror titles in a very short time. David Houghton of GamesRadar+ praised it for its immersive, well-executed horror and for how the game's difficulty created online discourse. So with so much excitement and rave reviews, why did Silent Hills get cancelled? Although there is no official explanation, most signs point to the ugly separation of Konami and Kojima as the reason. Especially when Konami removed Hideo Kojima's name from the cover of the upcoming "Metal Gear Solid 5" as part of a shift in "production structure". In the months after, Konami said Kojima was still an employee, just on a well-deserved vacation, but that quickly blew up in their face. The 2015 Game Awards, where MGS:5 won multiple awards, Kojima was unable to attend because Konami wouldn't allow him to. Even with all the unseen drama, the future of "Silent Hills" was unknown. Konami, eventually confirmed to Polygon that "the embryonic "Silent Hills" project developed with Guillermo del Toro and featuring the likeness of Norman Reedus will not be continued." Following news of the cancellation of Silent Hills, P.T. was removed from the PlayStation Store. Even though del Toro, Kojima, and Reedus didn't make Silent Hills, they did end up working together on Death Stranding!
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🃏 How Indie Games Are Blending Deck-Building and Roguelike Mechanics for Unique Gameplay 🎲 Indie developers are combining deck-building and roguelike elements to create truly innovative and engaging gameplay experiences. This article from Wardrome explores how these mechanics work together to add depth, strategy, and replayability to indie games, offering players a fresh and challenging adventure every time. Discover the appeal of this hybrid genre and why it’s gaining traction among indie game fans. 🔗 https://lnkd.in/dKQpHxxK #IndieGameDev #DeckBuilding #Roguelike #GameDesign #IndieGames
How indie games are blending Deck-Building and roguelike mechanics for unique gameplay
wardrome.com
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https://lnkd.in/dkUvFFvs Ever wondered how gamers imagine the magic behind game development? 🎮 Check out this insightful article on GaminBlog! Dive into the creative minds of gamers and explore their perspectives on the intricate process of creating the games we love. 🌟 Read more: https://lnkd.in/dPDMNukY #GameDevelopment #GamingCommunity #GaminBlog
how gamers think games are made - gaminblog.com
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