After discussing the USP, it's logical to ask the next question:
Who is the project for?
The target audience isn't an attempt to limit the game.
It's a way to find a way to market the project. There's a well-known saying in the gaming industry: "A game for everyone is a game for no one." These aren't just high-flown words; their meaning is that in trying to please everyone or most, you'll end up pleasing no one due to the contradictory decisions you've combined.
A project doesn't have to be interesting to everyone, but
it does have to be understandable to a specific player.
When the audience isn't defined, problems arise:
- The USP loses its meaning
- The difficulty and pacing become unbalanced
- The visual style and presentation diverge
- Marketing becomes chaotic
A common mistake is the phrase "for everyone."
In practice, this means that key decisions simply haven't been made yet.
The publisher views the audience not by age and gender, but by context:
- the conditions under which the player launches the game
- how much time is willing to devote to a session
- what experience do they seek
- what games have they played before
Defining the audience is a design decision, not a marketing one. It determines the pace, interface, level of punishment for mistakes, and the amount of learning curve.
The publisher's role at this stage is not to impose, but to mirror.
To help them see who the project is truly suited to—and why that's appropriate.










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