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	<title>Chris Kolmatycki &#187; Game Design</title>
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	<link>http://www.chriskol.com</link>
	<description>Marketing Expert and Black Cherry Soda Aficionado</description>
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		<title>Getting Into Gaming: Passion vs. Profit Part 2</title>
		<link>http://www.chriskol.com/2009/05/20/getting-into-gaming-passion-vs-profit-part-2/</link>
		<comments>http://www.chriskol.com/2009/05/20/getting-into-gaming-passion-vs-profit-part-2/#comments</comments>
		<pubDate>Wed, 20 May 2009 23:40:11 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Getting Into Gaming]]></category>
		<category><![CDATA[design]]></category>

		<guid isPermaLink="false">http://www.chriskol.com/?p=144</guid>
		<description><![CDATA[<p>Posted in <a href="http://www.chriskol.com/category/industry/game-design/" title="Game Design">Game Design</a><a href="http://www.chriskol.com/category/industry/games/" title="Games">Games</a><a href="http://www.chriskol.com/category/industry/getting-into-gaming/" title="Getting Into Gaming">Getting Into Gaming</a></p>Getting Your Values Straight To follow-up on my previous posting, it&#8217;s important to remember that a game with mass-market appeal, can still be a great game. An important part of what I do as a game designer, is the ability to not just know what is fun for myself, but to know what is fun<a class="rmore" href="http://www.chriskol.com/2009/05/20/getting-into-gaming-passion-vs-profit-part-2/">&#160;&#160; Read More ...</a>]]></description>
			<content:encoded><![CDATA[<p>Posted in <a href="http://www.chriskol.com/category/industry/game-design/" title="Game Design">Game Design</a><a href="http://www.chriskol.com/category/industry/games/" title="Games">Games</a><a href="http://www.chriskol.com/category/industry/getting-into-gaming/" title="Getting Into Gaming">Getting Into Gaming</a></p><p><strong>Getting Your Values Straight</strong></p>
<p>To follow-up on my <a href="http://www.chriskol.com/2009/05/18/getting-into-gaming-passion-vs-profit/">previous posting</a>, it&#8217;s important to remember that  a game with mass-market appeal, can still be a great game.  An important part of what I do as a game designer, is the ability to not just know what is fun for myself, but to know what is fun for other people.  Can you create a game that you don&#8217;t find challenging, but your target market will?  Can you create a game that provides a playing experience that your grandmother would rather have, than yourself?  In my opinion, you need to be able to answer &#8216;Yes&#8217; to these questions in order to be a versatile designer.<a href="http://www.sportsmogul.com/images/bb2k10-cover.jpg"><img class="alignleft" style="margin: 10;" title="Baseball Mogul 2010" src="http://www.sportsmogul.com/images/bb2k10-cover.jpg" alt="Baseball Mogul 2010" width="106" height="159" /></a></p>
<p>As I had mentioned in my previous posting, there are several types of games I would absolutely love to see designed and created.  With that said, I&#8217;m completely aware that the feasibility of these products simply are not there.  I may love my <a href="http://www.sportsmogul.com/">baseball GM simulator</a>, business sims, and point n click adventures, but the fact is that consumers (including even myself) seem to love their sports games, first person shooters, and party games.  If I were designing a baseball game for myself, I would love to see the ability to demote and promote prospects through various levels (careful not to run out of options!) and participate in the rule 5 draft.  The fact is though, you don&#8217;t always get to design games for yourself.  Sometimes, you design games for people who want to take their Wii Remote, swing for the fences, and hit a home run that causes the scoreboard to explode.<img class="alignright" title="Big Beach Sports" src="http://upload.wikimedia.org/wikipedia/en/thumb/e/ef/Big_Beach_Sports_cover_art.jpeg/252px-Big_Beach_Sports_cover_art.jpeg" alt="" width="118" height="165" /></p>
<p>It&#8217;s important to know your market and be aware that you&#8217;re not the only one who plays games.  Always be aware of your market and, most importantly, make a game that&#8217;s fun.  Just because you don&#8217;t always like what your market likes, doesn&#8217;t mean you can&#8217;t understand them and give them what they want.  To the &#8216;hardcore gamer&#8217;, grab a copy of that &#8216;casual game&#8217; that&#8217;s been dominating the sales charts and give it a play.  You&#8217;ll better understand the direction that games are heading, and who knows, you may even have fun.</p>
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