- Joined
- Mar 21, 2012
- Messages
- 605
- Reaction score
- 215
- First Language
- emglish
- Primarily Uses
- N/A
This is gonna have a different answer for everyone, but hmm i wonder if I should open this can of worms. Whooops i did.
A lot of posts on this forum throw out lines like "be wary of your target audience" or "keep your target audience in mind". People feel the need to pick a target audience, and adhere to it, usually following the conventions of capitalism (the only model there to follow, nothing wrong with it). Setting boundaries for your creativity so it doesn't spew all over the place is a good idea. There's nothing innately wrong with picking a target audience, but it seems like a really specific way everyone seems to choose and advice others to choose controlling their creativity.
And I think... there's a bit of a problem with everyone picking target audiences. It's fine if a few people do it to suit their needs, it's problematic if a lot of people do it because "its the done thing". And the problem i'm seeing is... there's value in creating work that appeals to you, and people like you. There's value in creation for creation's sake, forget the audience. The audience your work deserves can and will find you, you don't have to find them. Most RPG maker games end up being niche products, even the commercial successes aren't megahits.
Your "target audience" is usually your peers online and in real life, and whatever random internet people decide it looks cool. And if it's a good game, maybe a little cult following. (little in the scheme of things) Picking a capitalism-friendly (lets say for example) 18-25 male demographic won't mean that's who'll find game. And i'm worried people are closing creative doors they shouldn't, for egregious reasons, and maybe even overlooking what their real audience could be. Or leaving things out of their games which could be appealing, for the sake of a target audience they can't appeal to.
But these are just my musings. Discussion ideas:
A lot of posts on this forum throw out lines like "be wary of your target audience" or "keep your target audience in mind". People feel the need to pick a target audience, and adhere to it, usually following the conventions of capitalism (the only model there to follow, nothing wrong with it). Setting boundaries for your creativity so it doesn't spew all over the place is a good idea. There's nothing innately wrong with picking a target audience, but it seems like a really specific way everyone seems to choose and advice others to choose controlling their creativity.
And I think... there's a bit of a problem with everyone picking target audiences. It's fine if a few people do it to suit their needs, it's problematic if a lot of people do it because "its the done thing". And the problem i'm seeing is... there's value in creating work that appeals to you, and people like you. There's value in creation for creation's sake, forget the audience. The audience your work deserves can and will find you, you don't have to find them. Most RPG maker games end up being niche products, even the commercial successes aren't megahits.
Your "target audience" is usually your peers online and in real life, and whatever random internet people decide it looks cool. And if it's a good game, maybe a little cult following. (little in the scheme of things) Picking a capitalism-friendly (lets say for example) 18-25 male demographic won't mean that's who'll find game. And i'm worried people are closing creative doors they shouldn't, for egregious reasons, and maybe even overlooking what their real audience could be. Or leaving things out of their games which could be appealing, for the sake of a target audience they can't appeal to.
But these are just my musings. Discussion ideas:
- Do you have a target audience in mind for your game? Why/why not?
- Do you think i'm an idiot who's wrong about everything i've just posted?
- Or are you very cool irl and agree with me?

