What is the preoccupation with target audiences?

Indinera

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Well, from my experience not trying to fit a target audience also helps diversify your own.

I made many games without trying to repeat the same formula and IMO that helped broaden the taste of my original fanbase. As a result they are usually interested in games from other devs, possibly more than other communities based around one dev or team. So it's not "all wrong" to just follow your own instincts, and it's also much funnier. Trying to fit an audience is not far from selling out in my views. And it's not necessarily more effective sales-wise cuz people sometimes can get bored with the same old formula and/or show interest for something new or at least a twist to the formula.
 

Shion Kreth

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The preoccupation with target audiences is simply because most developers are creating a product for public consumption; as such they are trying to take into account what said public enjoys and keep that in mind when designing their game, rather than working from only their own perspective on what's fun and what isn't. It's for that reason that designers have other people test their game to see if they find it fun, rather than just thinking 'Well I find it fun so who needs any other input?', and why devs are going to pay more attention when friend A, the rpg player, evaluates their game negatively, compared to when friend B, the guy who only plays call of duty games, evaluates their game negatively.

For example, you generally don't want to create a super hardcore challenge rpg that has simple class mechanics, little to no choices on how to build characters, simple equipment progression, etc. Why? Because those are things that kind of audience tends to like(and as they're initially going to be the ones drawn to it and playing it you want them to like it so they can spread the word; because someone NOT in that target audience, like me, is never going to buy a 'super challenge rpg' without hearing what a peerless masterpiece it is) . Likewise if you're making an easier, casual game that's more story driven, you keep in mind who's going to play that and don't bog them down with hours of level grinding, equipment micromanaging, etc. because chances are they're really not going to like it and want to progress the story.(There are always exceptions of course, but some things can be generalized)
 

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