What type of game's attract people?

Hello, so, I’ve been trying to make a lot of games, (survival rp, citizen rp, mafia rp, zombies games, driving games)
But, none of this worked, and I think my projects were, like, really well made
https://www.roblox.com/games/4797907775/LOOT-CRATES-A-New-Year-BETA?refPageId=ce94fa09-fa87-4abb-8963-ababc05e458f
Here you can see one, but, what type of game’s atrract people?
I mean, I’m trying to make a game that peoples plays… and this would be like me 123123123 try…
So, what games do you think ‘attracts’ players? Or how to get players? :thinking:
Sorry for post. but, i’m a little bit tired, I mean, I made a lot of games, and none got sucess.

3 Likes

Make a very, very big obby with like a few hundred stages and promise a reward at the end maybe admin commands.

3 Likes

Most Roblox users are kids and kids would not like to play an apocalypse game. Kids want games that are cute and fun, not dark and gritty. That is why games like adopt me and bloxburg are the top games.

6 Likes

The kill commands would have to be blocked though because of people killing other people so they don’t get to the end of the obby

2 Likes

I’m amazed by the quality you actually put into your game. :shock: :hidere:
The animations were smooth, the map was good and literally everything was fine but…

Luckily, I soon realized the main reason why such a perfect game would not be popular:

:red_circle: Bad game design.

Don’t get me wrong, it has nothing to do with your scripting/building/animating/etc. skills.

Let me explain:
the goals of the game are unclear and it’s hard to know what to do next, the main reason players don’t like a game is because they don’t truly understand it. Those were the biggest flaws I found in your game: the way it’s shown to players is too overwhelming.

This is the main reason why poor quality shovelware games (like obbys, tycoons and simulators) (not all of them are bad) succeed and your games don’t, people understands easily how to play them.

Check out this post I made covering this topic not too long ago if you’d like to, I hope it helps you a lot to understand the point, thanks for your attention. :wink: :wink:
https://devforum.roblox.com/t/can-there-be-too-much-content-at-launch-of-a-game/554033/21?u=pablogamer756

4 Likes

Basically this. The post he linked is a good rule of thumb to go by when it comes to how you present players with content.

To expand more on the first point he mentioned, in terms of objectives, direction is probably one of the biggest things for a game. If a game has no direction, you can technically consider that direction in it of itself if it works. The thing is, though, you need to outline a clear and explicit goal that either comes instinctively based on what type of game it is (ex: team deathmatch, etc.), or is gradually shown and explained.
If this isn’t the case, even though players may stick around quite a bit like they do for a great deal of games with no objective aside from interesting game mechanics and features, players will sooner or later bail.

2 Likes