Agenda
Making Sure Your Game Finds an Audience: Lessons from 28 Years of Sucker Punch (Presented by Community Clubhouse)
It's never been easy to make a game that people discover, then buy, then play, then love. Every year it seems to get harder. And, like most of you, at Sucker Punch we can only keep making games if the games we make find an audience that loves them. Over our 28-year history we've developed some guidelines and models of thinking about our audience that have helped us hit that goal for the 10 games we've made.
This talk shares these ideas along with anecdotes about the circumstances that led us to discover them and how they've evolved since their inception. Having a good model of the audience for our games has played a big part in our history of successful games. I'm looking forward to sharing it.
Takeaway
Unfortunately, there's no simple, foolproof way to guarantee your game will be enjoyed by millions of players, but there are simple ways to make this more likely. There are also easily-made mistakes that make a successful game much less likely. Attendees will walk away with examples of both positive and negative patterns, drawn from the experiences we've had at Sucker Punch. If nothing else, the audience will have a pretty good picture of Sucker Punch's game-making culture.
Intended Audience
The talk is most squarely aimed at creative decision-makers and production, though there should be spillover interest from adjacent disciplines. Which, if your studio is anything like Sucker Punch, means just about everyone.
