You don't need a hook for your game. Here is what actually sells on Steam. (Thread)
For the purpose of this discussion, what I mean with hook are specifically mechanics.
Your game doesn't need mechanics that set it apart.
Typical format for developers is to do X but Y to create a gameplay hook.
You create a Steam page...
...and find out that players don't actually care thaaaaat much about your mechanic.
Now look at this game. First screenshot is a dude watering a plant. Not a very unique or interesting mechanic. Not at all.
Still this is more exciting than your gravity-shifting-bada-boom.
We all know this, but we forget sometimes. Players care first and foremost about experience (not about mechanics). If anything, mechanics are a tool to deliver a specific experience.
When Paul and I prototyped for Thronefall, we struggled a lot to find something we were happy with. We went down a lot of pointless rabbit holes...
...until one day we finale decided to define and lock in an experience.
This led to better prototypes...
...better research...
...and ultimately a better game that we're quite proud of.
Hooks are cool.
They even work.
The reason they put a lot of devs in danger is...
...that you might forget to care about the resulting experience.
Wondering about what goes after the "BUT" is the wrong problem to think about (in my opinion).
Instead, focus equally on these four pillars to make a strong game.
In particular these two are the ones most indie devs struggle with most, so I would recommend to focus on those first.
There are a lot of different solutions. Different things work for different people. You can find your own solutions...
...if you focus on the correct problems, that is.
Let me know what you think or check out the full video where I go into more detail on YouTube. Thank you! :)
@JonasTyroller Nice bait mate
@kodingnights Apologies, not intended. A result of the fact that people have different ideas of what a hook is.
@JonasTyroller The amount of games I've played that go like "This is [insert game] but different!" and then the difference actually hampers the experience (almost like there was a reason the game they're inspired by didn't do it) vastly outnumber the games where the difference is what I enjoyed
@NottyRainbow Yeah, I think this happens quite a bit.
@JonasTyroller Naming this thread “you don’t need a hook” and immediately switching to “you don’t need a unique mechanic” is such post baiting. I think the actual advice in this post is good but I think that semantics switch is bad and gives the wrong idea, as shown by many replies here lol
@PineCrumbRBXL For me the hook means the mechanic. I already guessed that some may have different definitions, which is why the first thing I do is clarify what I mean. The problem is that everybody has different definition. Would there have been a better way to word it? Yeah, that's fair.
@JonasTyroller Make the game you want to play and once its done then put it out there. Anything else than this formula results with more of the same and you won’t be proud.
@JonasTyroller Schedule 1, in the example you used, actually has very good gameplay and mechanics, In fact, that's why it sold so well. Yes, there is the appeal of selling drugs, but there are plenty of lame weed games that don't sell well. People generally will watch a trailer or youtube
@JonasTyroller Not a game dev, but I liked the insight and the way you presented your point, very clear!
@JonasTyroller if you think this, then you don't know what a 'hook' actually is. concord had no hook.
@JonasTyroller Yes, overall it's the actual fantasy the game provides which makes it sell, there's a difference between hitman and assassins creed even though they are mechanically similar or metal gear and splinter cell.
























