[Indies] Bandwagons

Miscellaneous Forums/General Discussion/[Indies] Bandwagons

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What if you blend the idea of a match 3 with your other original idea and make a cross-breed? Then you can sort of partially satisfy both, get a chance for more market share/sales, and do something partially original.

I think if you have the vision and business sense you can make something different and original and make plenty of money from it. It all depends what type of audience you want to target and how many of them there are.

When it comes to systems where you vote for your favorite, be it a president or a song or a blooper, it really has barely nothing at all to do with what the thing is you're voting for, and everything to do with how many people relate to it. The popular vote is what you're dealing with when you're marketing your game or choosing an audience. You don't have much control over coercing or `selling` something to someone who wasn't already interested in it.
People pretty much know what they like and what they believe and wont step very far outside those boundaries. That's why it seems like you have to therefore base everything around catering to what their needs are, regardless of what seems to be in it for you. You can make plenty of money giving people what they want. That's the EASY way to do it. It gets harder when you start trying to convince people to be more open minded, to entertain your idea, to listen to your suggestions or to `buy into` what you've created. Why do you think stores and shops the world over go to such lengths to try to *persuade* you to buy their stuff? They have to, because if it were just a case of giving people exactly what they want you'd only sell what the people tell you they want. We all know, therefore, that your sales get increased when you can persuade OTHER people, who may not have initially wanted your product, to open up to it and buy it. Then it's a matter of you `selling it` to them, presenting some dream to them that they find appealing enough or pulls the wool over their eyes enough to make them think they're buying something they want. Then it becomes pretty easy to start trying to present your product as something that it isn't, to make a whole load of fanfare and hype about it, to bring out advertising that doesn't even show the product and that you wouldn't guess has anything to do with it, so that then it's the hype and the drama and the dream that you're buying, not the actual thing. You can take this to an extreme and go to enormous lengths to sell a lie.

The better path, perhaps, would be to give the customer what they want and what they like, at the same time as blending it with getting them to gently open up to something new. And remember they can't change overnight so you have to gently coerce them through the game and educate them and let them practice. This puts a `softer face` on your product, rather than just expecting them to be hardcore gamers that just dive in and hit the ground running. You have to START with where the are at, welcoming them in and helping them to be comfortable, and then gradually work to broaden their horizons.

So, maybe, make a game that starts out as a match 3, and then gradually morphs into your super-wonder-original game?