Welcome to The Adventure Mechanics, it's me, Chandler. I've noticed that a lot of eager game devs want to "know the secret" of marketing your game. How do I know? Well, the best performing side quest on game development we've had was on how to start your market research. And since that's a point of interest, I'm going to talk about it again, but with a smaller context this time around. Today, I want to focus in on user reviews and what you can learn from them, and more importantly, how to use them to make your game better.
Now, why would you want to dig into other games' user reviews? It's not your game, nor is it a carbon copy of you're making now, at least ideally. Well, the answer is rather simple. You can examine what bothers players in other games in your genre/niche/whatever and use that to inform your game's development path. That one piece of UI that just drives players nuts in that other game? You can make your UI more sleek. It's a way to learn from those that came before you on what you can do better without having to make the same mistakes. You can then make all new mistakes and learn and teach others not to make them. Hopefully your mistakes end up more lucrative, at the very least.
In my first marketing side quest, I said you should go through the existing market and come up with a list of comparable games that you can use to estimate how much you could potentially get from making your game. Assuming you've gone and done that footwork, you'll have a ready list of user reviews to pull from. This is where the real fun begins. You're going to have to read through their reviews and start noting what is popular, what isn't, and what the players wish they could do in the other games. This isn't a "sexy" part of market research, but it's entirely necessary. If you are making a game similar in vibes, mechanics, or whatever, and that mechanic you plan on adding in is a hated feature of the games you're researching, maybe it isn't a mechanic that is necessary. Or maybe it's something you'll need to adjust and re-imagine to either answer or side step the complaints of the players. Either way, you'll be saving yourself some headache by being aware of that as an issue before spending time making it in the first place.
Let's do a specific example. Let's say Cartogratour played most like Carto from the previous market research we did in the last Side Quest. Let's dive into the Carto from a high level. At time of writing, it's overwhelmingly positive with over six thousand reviews. That's promising, especially if Cartogratour plays similarly. That's a good first pass. That means there's potential in the design. But, what is the typical reason for the positive reviews? Barring going through all six thousand reviews, we'll go off the reviews shown as most helpful in the last thirty days. Looking at those, it's apparent that the key phrases used in Carto reviews are: cozy, comfy, short, puzzle, little, simple mechanics, great visuals. Great, these are all descriptors that I also want to apply to Cartogratour, so the audience I'm aiming for not only exists, but also will enjoy these if I execute them well in my game.
Now, let's look at the most helpful negative reviews from the last thirty days. These are where the sticking points people have with Carto. The descriptors that show up in these I'm actually going to split into two: positive and negative. It seems odd, but there's value in seeing what people who won't recommend Carto still enjoyed from the game, even if it's just something that they put out to make their review more "even handed." On the negative side, we have the following: simple puzzles, childish story, only one solution to puzzles, poor interface, repetitive music and sound effects, unskippable cut scenes, boring story. It seems like the main problem people had were lack of challenge for puzzles, agency on ways to solve puzzles, bouncing off the story for a variety of reasons and UI issues. None of these are game breakers, specifically. It means that I need to make sure that whatever puzzles I put into the game are clear and signposted in a variety of ways. I also need to make sure that any issues with my user interfaces are ironed out and tested by a lot of people before I call it "good enough." In terms of story telling, giving the player an option to skip it if they're not interested in it is going to be mandatory if I want to keep the focus on the puzzles. Now, there is an argument to be made that forcing the story to the front is worthwhile, but doing that will cause the same complaints to be made about my game if I choose to make it that way. I'll save that for when we go over the overall takeaways, though.
On to the positives in these reviews: creative puzzle mechanics, cute artwork, well polished, original concept and artwork. It seems even those who didn't like the game itself liked the artwork, polish and novelty of the puzzle mechanic. Applying this to Cartogratour, it means that I need to come up with an art style that evokes the sense of wonder from exploration. In terms of novelty of the puzzle mechanic, I'll need to have new play testers come in and try the game out, possibly people that are interested in puzzle/mapping games specifically. *I* think my game has a novel puzzle loop, but I'm also the developer. That means I'm too close to it to be objective and I need to get some more people involved in the feedback cycle to vibe check me. And, of course, polish, polish, polish. The never-ending bugaboo of any game developer. The more you polish your game, the more people will be interested in continuing it. The reality of having your game polished possibly beyond what you think is necessary will never really go away.
So, what are the takeaways from diving into the reviews of Carto? Even this cursory look at the "most helpful" reviews from the last thirty days reveals that the strengths of Carto are it's novel puzzle mechanic and cute aesthetic. The main perceived weaknesses are boring and limiting puzzle design and story coupled with poor user interfaces. Is this fair? To be sure, I need to play the game. And as a developer working on something similar, I already have done so. I don't necessarily agree with the criticisms made of Carto, but I can certainly see where the frustrations are coming from. I won't go into my full thoughts of the game, but I bring it up because this is also an important step, whether you enjoy the game or not. At the very least, you need to have a familiarity and opinion of other games in your game's genre. Whether you play the game before looking at reviews or after is up to you. Playing before reviews gives you the most raw opinion of it, whereas playing afterwards will cue you into the perceived weaknesses in the game you're examining. Both approaches have value and it'll be up to you to decide what information you want more. I would limit the games you play for research to one or two titles that closest represent the game you're making, however. Getting too many games just means you're adding to your "to play" backlog and not actually focusing your efforts on your game research. So, be mindful of that.
The last part I want to focus in on is internalizing the feedback from other games. Earlier, I mentioned that one of the pieces of feedback for Carto was the unskippable cut scenes and rather basic story. If one of my design pillars is a heavy influence from storytelling elements, I may still want to include unskippable story beats. And that may be the right choice to make, too. But that is something you'll have to weigh before putting it into your game. There is going to be a group of players that will just bounce off your game because of this choice. They just want more engaging puzzles, in the case of Carto. Your choice to bring the story to the fore will lose them. And as long as you're aware of that and accept it, do it. Not every game should be made for everyone. This is just one example, but you will eventually need to make hard choices like these to make sure you're building for the audience you want. And more specifically, not building your game by committee and losing sight of who you are making it for in the first place. If the feedback you get from diving into similar games actively conflicts with your vision of your game, don't just discard it, prioritize it. If it's not high on the priority list, then consider accepting it as the tradeoff for your idea.
Anyway, I feel like this is a good point to call this side quest. If you're ambitious, don't limit your review diving to the last 30 days, look at the entire backlog of reviews. Just keep in mind that if the game is actively changing, you're going to have to discard older data that is no longer relevant. As always, if you have any questions or comments, reach out to me on various social media as jcsirron or leave a comment on this side quest. This has been an Adventure Mechanics side quest and I'm Chandler. I'll talk to you next time.