"Myth: Marketing Dictates Design? Prototype First, Ask Later."
Myth: Marketing Dictates Design? Prototype First, Ask Later.
Stop designing for an imaginary audience. You’re an indie dev. You’re building something because you want to. Don’t let marketing prematurely stifle that initial spark.
Many guides preach market research before line one of code is written. This advice can be crippling, especially for indies. It creates fear: fear of wasting time, fear of irrelevance, fear of not selling.
This fear leads to design paralysis. You end up chasing trends or copying successful games, hoping to guarantee success.
But here’s the truth: you can’t guarantee success. And chasing trends often leads to generic, soulless games. Games that no one remembers.
The Prototype-Driven Approach
Instead of marketing-first, embrace prototype-first. Build something playable quickly. Focus on core mechanics and fun. Forget about monetization, forget about market segments, and forget about what’s “hot” right now.
This doesn’t mean ignoring the market entirely. It means prioritizing the game. A strong prototype will tell you more about your game’s potential than any amount of market research.
Think of it like this: marketing tells you what people think they want. A prototype shows you what they actually enjoy.
Addressing the Fear: “Wasting” Time
The biggest pushback is the fear of “wasting” time. What if you build a prototype that nobody likes?
That’s not a waste. That’s learning. A failed prototype is infinitely more valuable than a perfectly planned game that never gets made.
A poorly received prototype will highlight flaws in your design, mechanics that don’t work, or core concepts that simply aren’t fun. You can then iterate, adjust, or even scrap the project and move on, armed with valuable knowledge.
Furthermore, prototyping refines your skills. You learn to code faster, design better, and problem-solve more effectively. These skills are transferable to future projects.
A Dev Anecdote: Prototype Saved Me
I once spent weeks meticulously planning a complex RPG. I had detailed spreadsheets, intricate worldbuilding notes, and a beautiful design document. Then, I actually started building it.
The core mechanic, which I thought was brilliant on paper, was incredibly boring in practice. I wasted weeks on a game that wasn’t fun.
The next time, I started with a simple prototype of the combat system. Within a few days, I knew it had potential. I built on that foundation, iterating based on my own experience and early playtests. That game became a small success.
Common Mistakes and How to Avoid Them
The most common mistake is treating the prototype as a demo. A prototype is not a polished vertical slice. It’s a rough, experimental build focused on core mechanics. Don’t waste time on art or UI at this stage.
Another mistake is focusing on features instead of fun. Prioritize the feeling of the game. Is it satisfying to move? Is the core loop engaging? Does it feel good to play?
Don’t be afraid to kill your darlings. If a mechanic isn’t working, even if you love it, cut it. Be ruthless.
Integrating Marketing Feedback - After the Prototype
Once you have a playable prototype that you find fun, it’s time to get feedback. But be careful.
Don’t ask leading questions. Instead of "Do you like the combat system?", ask "What did you think of the combat system?". Listen to their responses, but don’t blindly follow their suggestions.
Consider the source of the feedback. A random commenter on a forum might not be as valuable as feedback from experienced game developers or dedicated playtesters.
Use marketing data as a guide, not a dictator. If market research suggests a demand for a certain genre, consider how you can incorporate elements of that genre without sacrificing your game’s unique identity.
Actionable Advice: Prototyping Techniques
Start small. Focus on one core mechanic. Build a minimal viable prototype that showcases that mechanic.
Use placeholder art. Don’t waste time creating high-quality assets at this stage.
Set a time limit. Give yourself a week or two to build the prototype. This will force you to focus on the essentials.
Iterate quickly. Get feedback, make changes, and test again. Repeat this process until you’re happy with the results.
Tools like GameMaker Studio 2, Unity, and Godot are excellent for rapid prototyping. Choose a tool you’re comfortable with and dive in.
Early Playtesting is Crucial
Find a small group of trusted friends or fellow developers to playtest your prototype. Watch them play and take notes. Don’t interrupt unless they’re completely stuck.
Pay attention to their body language. Are they engaged? Are they bored? Are they frustrated?
Ask them open-ended questions after they’ve finished playing. "What did you enjoy the most?", "What did you find frustrating?", "What would you change?".
Design Integrity is Paramount
Don’t sacrifice your vision for the sake of marketing. Your unique perspective is what will make your game stand out.
Use marketing feedback to refine your design, not to fundamentally change it. Stay true to your original vision while incorporating valuable insights from the market.
Remember, the best marketing is a great game. Focus on making something fun and engaging, and the audience will find you. Prototype first, ask later, and build something amazing.