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.