The CATS System - DNA of #fun in games
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Have you ever wondered what makes a game fun?
Is it possible to consistently achieve this while still maintaining innovation and creativity during development?
- Skill is crucial in clarifying what makes a good player and what makes players feel like they're good, which is essential for player enjoyment.
For a deeper dive into the CATS system, fun in games, and how to better craft enjoyable experiences, check out our latest blog post: lnkd.in/dASJ4QmN
Very often, new studios misjudge the amount of content required for a game and the length/difficulty of creating a fast and high-quality content pipeline.
Yet, despite these difficulties, utilizing UGC-oriented systems allow for
- Low-cost content for the game
- A larger breadth of data about user behavior
- Natural growth for games
- Higher engagement and retention numbers
- Unique game-centric ecosystem
The Time Has Come And So Have I
This is the first line in the main combat theme song for Devil May Cry 4. It is backed by electric guitars, a great beat and follows a short prelude ramping up to a mostly instrumental piece.
The use of this track alone creates a clear distinction between the different situations you’re in immediately. It is memorable, unique and matches the game’s action combat perfectly.
Many games struggle to optimize and polish around their strengths and it looks like this:
#gamedev
1. Identify the daily “Jackpot” moment of the game loop
2. Reinforce with VFX, SFX, and meaningful progression
3. Support the jackpot with mechanics that align it on the path to the game’s long-term goals
