Something I’ve heard quite a few times that has never sat well is that designers need to ‘let go’ of what they know and will enjoy in order to make games for different audiences. Essentially, we’re supposed to forget our instincts to make games for people with different backgrounds.
While there’s a useful message in there, I believe it’s a serious mistake to ignore your gut. You don’t want to get rid of your instincts when designing games for other players - you want to understand them. Games are about fulfilling a range of human desires and it’s crucial to understand how any mechanic satisfies those desires/needs.
Whenever I’m working on something that isn’t directed right at me, I find that my instincts are what matter more than anything else. I don’t automatically know what different people want, but I automatically know what I think makes for a good system and what I’ll find fun. As long as I understand why I will find that particular mechanic fun, then I can find a way to translate that to a different audience.
A lot of this ties into stereotypes designers fall into when creating games for different audiences. These are incredibly dangerous because of human nature: we are skilled at taking information and data points and using them to advance our cause. It’s the old contradiction between simple proverbs such as, “absence makes the heart grow fonder” and “out of sight out of mind.” Both statements hold an element of truth, but they’re usually used with a bias towards the situation. An example from game design:
- Kids need everything simple. They don’t want any complexity or depth.
- Kids are ingenious, creative and fast learners.
On one hand, there’s a drive to make everything simplistic when dealing with kids, then to arbitrarily say that a complex issue isn’t a problem because kids are ingenious. Which is right? My initial reaction is to say that it’d be better to say that games aimed at kids need to be accessible, but that they can master complex games. Hey… that sounds an awful lot like an adult! Most adults aren’t going to bang their heads against the wall to get through inaccessible games. Some will, but then so will some kids - they’ll try and fail repeatedly until they get it right. Hell, I was eleven when X-Com released and it devoured all my game time. X-Com is never a game that’s cited for being simple. I’ve spent lots of time watching 4-8 year olds play complex games that interest me. That includes text-heavy games with lots of puzzles played by kids who couldn’t read.
My point is, games need to be targeted but making sweeping generalizations about the audience on a case-by-case basis is wrong. Using those generalizations to disregard your instincts is even worse. Decide what you want and stick with it, then listen to your instincts when they tell you what to do. Understand why you think something is good, then modify it to fit within the constraints of the game.
Of course, this all relies on having a sufficiently strong design sense to ensure that those instincts are good in the first place.