Hey everyone! I’ve been mulling over this for the past week and can’t seem to shake it - how important is it to stick to current gaming trends to make a successful game? Or is it better to just create something from the heart, without worrying too much about what’s hot right now?
There are real-world examples where games that perfectly caught the wave of a trend ended up making billions. Like Mario during the platformer era - the franchise has made over $30 billion to date. Or Fortnite - they jumped on the zombie craze, then quickly switched to battle royale mode and pulled in $9 billion in just a couple of years.
What’s your take? Are you more team “follow the trends” or team “make what you love”? Got any experiences or stories to share?
That’s a complex question with no clear answer. And there likely never will be.
The only thing that actually matters is what you wanna do.
Do you want to chase a trend that will likely decline by the time you finish your game, or make something you actually like and care about that is timeless. Your choice.
That’s a great take - I totally get where you’re coming from. Personally, I think trends do matter, but the real key is balance. Like, finding a way to take something from the current trend that actually excites you, and building a game around it that you genuinely enjoy making. That way, it’s still your game, not just a copy of what’s popular.
I actually got really fired up about this whole topic and ended up putting together a personal breakdown of major gaming trends - from arcades to today’s hits - and how much some of these games earned by riding the wave. Some of the numbers are insane… record-breaking kind of stuff.
It’s fascinating to see how the right timing + passion + trend awareness can lead to something huge
I really do see where your coming from, but for me, my project has been in the work (in my head, a google doc, in code, or otherwise) for YEARS! I’m not really planning on changing the core game to follow “current gaming trends”.
Plus, what makes a specific game good depends on that specific game’s design. You can’t just copy/paste what you think is popular and expect to actually enjoy what you created.
Yes, I said enjoy. You have to enjoy creating the game in order to have a fraction of a chance of success. Enjoying the development journey gets you through all the high highs and low lows; while allowing you to show up every day.
(Also, success is subjective)
I also feel like “gaming trends” are only clear in hindsight. You can’t predict what will be the next big thing. Or if there even is a “next big thing”,
To me, all I really need to do is enjoy the process and show up no matter what. Which I do. This profession isn’t a quick thing, it’s a lifestyle. I’ll die on that hill.
This post makes me really think about your goals as a game developer and content creator. I’m not trying to sound self-righteous or claim my mindset is better, I’m just curious what your end goals really are here.
You’re right: this path isn’t just a career move or a quick cash grab - it is a lifestyle. One that requires grit, love for the craft, and the ability to keep showing up, even when it gets messy.
And I totally agree - chasing trends blindly is a dead end if you’re not vibing with what you’re making. The soul of the game starts with the developer, and if that fire isn’t there, it shows. That said, for me, trends aren’t rules - they’re like winds. I don’t want them steering the ship, but if I can catch a good breeze while building something I’m passionate about, why not?
As for goals - I guess it’s twofold: I want to build something I genuinely enjoy, and I want it to reach people. I don’t think that has to be a contradiction. If I can blend what I love with what resonates out there, even a little, that’s the sweet spot I’m chasing.
Appreciate your honesty - really made me reflect too
The best way to reach people is consistency. Exist. No matter what. I’m serious, just be around, talk to people, make connections, get out of your bubble. Whatever way I word it, you’ll get my point.
All games start with one player. Just one is needed to get the ball rolling.
I’d argue this post is actually a success for you. You put yourself out there, asked a question, and got a genuine reply (me). You might get more responses with more people you can connect with, I hope you do.
Another thought (albeit from someone who hasn’t made even a single game) - trends do last for a while, but eventually people get tired of the same thing over and over again, and start looking for something new and different. That’s an opportunity!
This isn’t a rebuttal, I just wanted to add my thoughts.
The opportunities that come from trends can’t really be capitalized on in time, unless you already have a game made, had it well in the works, or are a very large studio. (If you try and cash/attention grab with a rushed game, it’ll almost never work)
Also consider this, maybe YOU could be the trendsetter. Being the first gives a near-permanent advantage in the gaming landscape.
However, starting a trend requires an ungodly amount of luck and perfect circumstances to occur. So it’s not a tangible goal to set out for long-term.
Thats such a hard question. Trends will be chased by everybody so if a new game is ONLY chasing trends, it will probably fall into a sea of similar titles and never receive recognition, but something that is TOO unique may be hard to find a target audience for.
Just like many other things in life i think that some balance between the two should be the goal. You don’t want to make clones of other games, but you may want to incorporate mechanics that are going to be familiar to players. Formulas that have been in place for a few years and have become common for similar games, those are the kinds of things you’d want to make sure you don’t overlook and exclude. But at the same time, you want to make sure that your project has some unique aspects, something that sets your game apart, some feature that your game has to offer, that all of it’s competition doesn’t have.
But balancing that can be hard.
I don’t know what you mean really. Trends don’t meaningfully exist, they’re just patterns people project onto history to simplify things. Also developers and players think on different timescales because it takes so much longer to make a game than to play it, any semblance of a ‘trend’ in the traditional sense is just what AAA thinks will make money, which is self-perpetuating. Games are art, so, a game you make is only good if you like it. Players can tell when a game has no heart
if you ask me personally, I suggest making a game from the heart;
while you do make good points about sticking with trends and i understand why you would want to follow said trends, it also limits yourself on what others want instead of what you want, and completely strips originality from your game, and could easily fall into peoples mindset as “one of those games you shouldn’t play”
best example I could give is roblox 2016 vs roblox now, roblox 2016 was flourishing with original games that made many happy and eager to play, and roblox now is all about following trends, so every game now is an RNG gamble that as I type this gives you the chance of earning a tung tung tung salhur or tralalelo tralala
i understand if you want more people to play or if you hope this game makes u a quick few bucks, and ofc you dont have to listen to me, but dont let other games define yours, let your game speak for itself and maybe start a new trend
Yeah dude, I totally feel that. It’s such a tricky dance - if you’re too trendy, you blend into the noise, and if you’re too original, you risk being invisible to the crowd. I’m actually building my own indie brand right now and trying to navigate that exact balance. I’m experimenting with content - YouTube, Instagram, short videos, dev articles - hoping something clicks.
At the end of the day, I think it comes down to making something you believe in, while still speaking the “language” of players. Familiar enough to grab attention, unique enough to be remembered. Not easy, but that challenge is kind of the beauty of it
I’d say for an Indie, it’s one of the worst ideas, as people with real marketing clout will compete with your game.
Find a niche genre (and market) is my recommendation
Even if the game is “successful”, need to see if original Mario/Fortnite coders are good. Those billions are probably not in their pockets. Even if they were lucky to get $1mln cut over all these years, it is still interesting to see it on a diagram month by month.
100%. Success doesn’t always trickle down to the devs who built the core. That’s why it’s cool to break it down - not just the billions, but who actually saw a piece of it and when