SimTourist
Member
Something I've been thinking about lately, most if not all hit games aren't planned and are often a happy accident and cimcumstances aligning at the right time. As much as shareholders and CEOs would like to have a foolproof formula to make a hit game, it doesn't exist. The best you can do as a developer is put your best effort in and believe in your product. But what the audience will actually like and stick with is a mystery for everyone. Take any hit game you think of and there was a time when nobody believed in it. Halo CE - MS thought it wasn't great and didn't put much faith into it initially, they actually banked on Brute Force believe it or not. GTA 3 - nobody aside from Sony wanted to have it initially that's why they got it as an easy exclusive for PS2. Tetris - some random game programmed by a soviet programmer then spread around through piracy and illegal use. Demons Sould - Shu Yoshida thought it was terrible and later apologized by funding Bloodborne, Miyazaki himself was a nobody and got put on the project just to ship something. Minecraft - some small game by a small swedish team about putting and removing blocks in a randomized map, a lot of people initially shat on it because of it's graphics. PUBG is a random mod. Fortnite was a weird tower defence game that Epic tinkered with after Gears 3 shipped, quickly reacted to PUBG by making a battle royale mode and the rest is history. It's impossible to predict what will become a hit and a lot of developers crashed and burned while trying to chase a trend.