kunoichi squid
Inkling Cadet
- Joined
- Apr 23, 2015
- Messages
- 247
It seems that Splatoon is trying to appeal to everyone and not doing a very good job at it, imho. They need to make lots of improvements no matter who they're trying to appeal to and they really need to pick an audience; maybe the reason I'm saying this is because of my background in marketing/corporate communication (that was my major in college/university). My background tells me that for a company, product, etc. to succeed it needs to pick one major target audience/market and one sub target audience/market. Should they have picked one side over the other? Or did they do the right thing in trying to compromise? Read on to see my thoughts and maybe you can offer some of your own (if you like). Keep in mind this is only my opinion and point of view.
Let's go ahead and try to guess at this point two distinct audience groups for Splatoon and see where this puts them/the developers and what they could or should do to improve. (Keep in mind that these improvements could even help if they'd add them in and make them optional and under a sub-menu.)
First audience is the casual gamer audience. These people try to enjoy the game in its current state, but because of the lack of support for them, they get frustrated and either leave the game all together or rage whenever they play. If the developers want to target this audience they need to create aim assist so as to enable players who maybe don't have such a steady hand, but want to know what it's like to play a sniper or similar weapon. (FYI, I would be such a person because I have carpal tunnel, but would like to know the feel or appeal of a sniper. I just can't do such a thing due to my inability to keep my hand steady.) The casual gamer audience also would enjoy it if there were AI for disconnects and to balance teams. The level/handicap could be set or determined based on which player(s) were disconnected or dropped from the game. Lastly, voice chat could be added to help the casual gamer audience to learn and understand more about the game and its various mechanics.
The second audience is the serious or hardcore gamer audience. These people, from my POV, seem to take the game as a killing game and don't push the objective of the stage quite so much. For these people they don't want aim assist because they can keep their hands steady and/or would argue "What if I don't want to aim at a player; what if I want to paint turf, etc.?" To these people I'd say this is why you'd turn off the said feature, if it ever were to come about, in the sub-menu. The addition of AI would, for this target audience, make battles unfair or unbalanced and become boring because now the players would be unable to push the opposing team back to spawn or make it too easy for the opposing team to then make a comeback; again I say this could be turned off in the sub-menu. Lastly, I've heard why (and I'm sure you have all mentioned and read about) voice chat is a problem so I won't even mention it.
One random improvement I can think of could be maybe to add a comeback mechanism similar to Mario Kart's spiny, blue shell or a bullet bill; for example you could make it so when you die you cover the turf in your color not your opponents and that your own special would either stay the same level or you wouldn't lose as much.
I'm done. I'll now open the floor up to all of you and your thoughts, opinions, etc.
Let's go ahead and try to guess at this point two distinct audience groups for Splatoon and see where this puts them/the developers and what they could or should do to improve. (Keep in mind that these improvements could even help if they'd add them in and make them optional and under a sub-menu.)
First audience is the casual gamer audience. These people try to enjoy the game in its current state, but because of the lack of support for them, they get frustrated and either leave the game all together or rage whenever they play. If the developers want to target this audience they need to create aim assist so as to enable players who maybe don't have such a steady hand, but want to know what it's like to play a sniper or similar weapon. (FYI, I would be such a person because I have carpal tunnel, but would like to know the feel or appeal of a sniper. I just can't do such a thing due to my inability to keep my hand steady.) The casual gamer audience also would enjoy it if there were AI for disconnects and to balance teams. The level/handicap could be set or determined based on which player(s) were disconnected or dropped from the game. Lastly, voice chat could be added to help the casual gamer audience to learn and understand more about the game and its various mechanics.
The second audience is the serious or hardcore gamer audience. These people, from my POV, seem to take the game as a killing game and don't push the objective of the stage quite so much. For these people they don't want aim assist because they can keep their hands steady and/or would argue "What if I don't want to aim at a player; what if I want to paint turf, etc.?" To these people I'd say this is why you'd turn off the said feature, if it ever were to come about, in the sub-menu. The addition of AI would, for this target audience, make battles unfair or unbalanced and become boring because now the players would be unable to push the opposing team back to spawn or make it too easy for the opposing team to then make a comeback; again I say this could be turned off in the sub-menu. Lastly, I've heard why (and I'm sure you have all mentioned and read about) voice chat is a problem so I won't even mention it.
One random improvement I can think of could be maybe to add a comeback mechanism similar to Mario Kart's spiny, blue shell or a bullet bill; for example you could make it so when you die you cover the turf in your color not your opponents and that your own special would either stay the same level or you wouldn't lose as much.
I'm done. I'll now open the floor up to all of you and your thoughts, opinions, etc.