The key to have a "possible" successful game

Greetings fellow human! Let’s cut it short, generally, all motivated developers want to have the key for a successful game, right?
After weeks of studying and researching the average ROBLOX player, their whereabouts about spending time on a game, and what can developers do to increase that time, and how can ROBLOX recommend their games.
One word, and keep this in mind as it plays a major role in the entire tutorial. Guess it.
Guessed it?
It’s intractability.
(I’ll be referring to “intractability” as the level of interactions, the real definition is shaking uncontrollably. Thanks to PseudoPerson for pointing it out.)
Before you click off this topic, here me out.
If you are were around 2017’ich, you’ll remember that there was a game, called “Prisoner Life” and “Jailbreak”. One is successful and made its trace in the ROBLOX history, and another one, well, tried to.
Now with all respect, both games did a great job at that time to please a player as much as possible. However, the difference is the amount of intractability offered to a player.
Jailbreak, as far as I remember, was at the beginning of ROBLOX’s golden age. It played a major role to bring what ROBLOX is today.
If you compare both games, you’ll possibly find some points both games have.
You escape prison.
Jailbreak was in fact an improved version of prison life, we all agree to that, but it added one thing that made it original. Guessed it? Robbing and doing heists.
We all agree to that right? You see, jailbreak had more intractability than prison life, making it favorable to play compared to prison life.
Here is another example, all of us possibly know mad city and the “fight” between it and jailbreak.
Mad city succeeded because it had another level of intractability, the Hero team.
Both games have the same concept: Escape, rob, or prevent escaping and get the bounty.
Mad city at some point had an improved version of jailbreak with more of a level of intractability.
Still not believe me?
Take Pet simulator. I believe it was one of the early first games to introduce the concept of using pets in-game and playing a really, I mean REALLY big role in inspiring developers on that aspect.
Pet simulator had both originality and intractability making the player choose to play that game rather than another.
At some point, all simulator games had the same concept, level intractability and originality, farm, possibly get some pets and earn more currency to get more pets.

So, I’m pretty sure you get what I am going. For a game to be successful in my opinion, the first major to be thought about is:
Level of intractability.
If your game does not have many interactions to be used to for the player’s sake, the game would get boring quickly even with updates. The first impression of the game must be stunning and different if possible.
Level of originality.
Now, this part is not really necessary but it can play some roles in the game’s success. We all saw simulators with the same concept, “idea” but different interactions, it is always acceptable and amazing to have creative games introduced into the ROBLOX community and might get into history as well.
Level of efforts put into the game.
As a developer myself, I saw really mind-boggling ideas for games, the level of intractability was stunning and the originality was at a high level, however, the game was never finished due to the owner not having the motivation and not ready to put efforts into it. This should be considered before starting your own game, ask yourself right now if you are ready to put efforts into your game.

Now that you have learned in my opinion the three entries for the key to a successful game, what are you waiting for? The community is awaiting you.
If you do have any opinion, question, feedback I’m ready to take it down below.
And as always, have a wonderful day.

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Sounds logical but turns out, it is not that easy. You have to focus on motivation which is the main thing you need.

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Exactly, but motivation can be quickly restored when worked with groups. Tried this myself and communication is the key to motivation.

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The whole flaw with this article is that correlation does not imply causation. Just because certain games have certain levels of intractability does not imply that aspect is what causes potentiality in engagement.

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I think legit everyone knows originality matters but with simulators thats not even the case. Its nearly impossible to think of a new idea. Lets talk roblox in general. Small devs have the best ideas in my opinion. Problem? They don’t have the robux, the people, or group to make it. So roblox is very limited when it comes to originality.

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I agree to the part whereas the developers don’t have enough funds to create a game.
Due to the fact that funds aren’t available, developers can offer percentage but rarely people accept percentage as a form of payment.
People who have funds can create games; doesn’t mean it is impossible to create games yourself.

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I’ll elaborate.
Interactibility is mostly 90% of what let players play the game. Low level of interactibility would mean the game does not have many objectives to be finished.
Back in the day, obbies and tycoons were famous.
What made people choose tycoons over obbies?
Certain aspects, such as not jumping in an endless parts loop but rather stay and upgrade the bases.
Don’t take my word, but you can see other examples outside of ROBLOX.

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These games got popular for a variety of reasons, interactivity is just one.

  • Competitive nature
  • Repeatability
  • Easy to pick up, making it good for all kids
  • Variety of objectives, even if repetitive
  • Etc

Think about what other games do. For example, shooter games don’t have “high interactivity.” Instead, the game feels reactive and exciting, grabbing the player’s attention.

I also notice you include objectives with interaction, which doesn’t make sense. An objective is simply something a player has to do, it doesn’t make more or less intractability, it just increases depth.

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Presently I do concur with the “Easy to pick up” part as the idea of ROBLOX turned out to be more toward adolescents, be that as it may, I disagree with the repeatability angle.
I don’t perceive any reason why one should re-play a similar game with a similar aspect again and again without anything to be added on.
There some remarkable cases, for example, farming and grinding, contingent upon the player and the goal itself, this is an ill-defined situation and I wouldn’t contend with it a lot.

“Variety of objectives” I do positively concur with that since it builds recalcitrance and the ideal opportunity for the player to spend in-game.

“An objective is simply something a player has to do, it doesn’t make more or less intractability”

The goal acquaints new things with the player to be managed, take an NPC journey, for instance, the two NPCs and the target to be done expansion here and there the obstinacy to the player.

I do indeed concur with you on certain focuses, your contentions are satisfactory yet would be best with models and such, we can’t toss focuses without something to guard it.

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I agree and dis-agree. There isn’t really a simple method to creating something successful in my opinion. Now of course there are different aspects, like scripting, game design, and all that, but at the root I think it starts with luck.

Everything starts with luck in my opinion, but it takes effort and skill to use that luck. For example, take Adopt Me. Of course, I cannot speak on behalf of the developers of Adopt Me, and can be entirely wrong, but I do not think that when they released their game and updates they predicted and planned that it would scale to such a massive size, rather that they had some luck with one of their updates and were very smart about how they used the opportunity. (Hired more developers and re-invested time and money in to expanding the development team to be able to create more content at a faster rate)

Again, I may be entirely wrong, that’s just how it looks like to me from a 3rd person perspective.
Overall though, this post has a lot of interesting points, good job! :smiley:

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If I didn’t want to embarrass myself, I’d actually wait til I had a successful game under my name before I posted an article like this. It is like those YouTube ads promoting that you ALSO can be successful. Okay Jennifer, thanks for the tip, now let me watch this guy tell off his clock.

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I think that it’s fine to write a post expressing your personal ideas on how you feel successful games operate and became how they are today, but I do agree that making a “guide on how to be successful” does need personal experience. :yum:

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Everyone can theorise success, I think that people are shifting their focus on writing out their theories without applying them is wasting both their and others time. Without personal experience as basis, it makes this whole thread irrelevant.

When it comes down to it, everything is about being prepared for the next opportunity.

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I do agree that personal experience is, a lot of the time, very important when creating a guide or teaching others, but I don’t necessarily agree that it is “wasting both their and others time”. Some people may just be interested in how larger games or groups operate, or something along those lines. :yum:

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Yeah, I definitely agree with that. I do think this post’s title and some of the actual post could be worded differently. I also noticed that the post doesn’t include anything about understanding your target demographic or understanding developer stats. Still was pretty interesting to read regardless. :yum:

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yea, you are right , that is not that easy because you need to spend time and effort on it

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thank you dude, you are right, i have been thinking this for a long time, very logical and precise, now i think i can have that in mind while making games

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Nice tutorial! By the way, are you using the word intractability correctly? Doesn’t intractability mean the quality of being uncontrollable?

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You’re right. Didn’t know that it means that; I’ll fix the words. Thanks for clarifying!

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