FAR LEFT:Charlotte
Gore designed
Yorkshire Gubbins’
Verb School tutorial
to also act as a demo,
and encourage
people to play more
of the full game.
LEFT:Knights and
Bikesprogrammer
Moo Yu states that
each of the two show
builds required a
monthoffull-time
production to create.
LAST IN SHOWSome genres are difficult to show off in a quick show floor demo
MANAGEMENT GAMES
Teaching players how to navigate the
multifaceted, interlocking systems of a
management game, with the unique UI
and varying controls that accompany
them, is tough enough without the
distractions of a typical show floor.
MUSIC GAMES
DavidSuofvideogamemusicalYi and
theThousandMoonsstated that it was
difficulttoattractpotentialplayers
whenitsrelaxingnarrativewasbeing
drownedoutbythenoiseofabusy
convention show floor.
ANYTHING THAT REQUIRES AN
EXPLANATION OR TIME
From stealth Metroidvanias to the globe
interface of inkle’s80 Days, whenever a
game requires an explanation or time
investment to explore its true nature,
it’sdifficulttokeepplayersinterested.
ADVENTURE GAMES
Adventuregamedevelopersacrossthe
industry reported that the slow-paced
narratives of these titles and the
concentration needed to solve puzzles
madethegamesdifficulttoshowcase
–especiallyformorethanoneplayer.
DISCLAIMER
As a professional developer, I am on friendly and/or working terms with parties mentioned in this piece.
The developers of
Shoppe Keep and
Shoppe Keep 2
report updating their
show build over 50
times during a single
event – in the case of
the first game,
without the
preserving benefit of
source control.
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