Player Expectations

Abstract

Problem: How do game developers manage what players expect from a game before launch, when communication channels are limited and easily misinterpreted?

Approach: Tim Cain draws on his career experience to walk through the tools available (interviews, trailers, marketing), their limitations, and the psychology of how players form expectations regardless of what developers actually say.

Findings: Developers have very limited control over player expectations. Interviews get edited, trailers get over-analyzed, and players will imagine things that were never promised. The best strategy is to pick a few core messages and repeat them relentlessly across every channel.

Key insight: You cannot prevent all mismatched expectations β€” the goal is to minimize the subset of players who feel deceived, not eliminate it entirely.

Source: https://www.youtube.com/watch?v=8llzV6jBJlk

The Problem of Forming Expectations

When making a game, developers must somehow convey what the game will be. Players form expectations from fragments β€” a single screenshot, a pulled quote from an interview, a brief trailer β€” and those expectations heavily influence whether they love or hate the final product. Many players judge a game not on its intrinsic quality but on how closely it matches what they imagined it would be.

The Tools and Their Limitations

Interviews

Interviews happen early but offer narrow bandwidth. Developers can't control the conversation β€” interviewers ask about industry trends, other games, workplace opinions. Worse, long explanations get edited down to a single sentence, stripped of context. By the time marketing ramps up later in production, many players have already formed opinions from these fragments.

Marketing and Trailers

Marketing costs money and typically comes late in the production cycle when there's more to show. But even with full control over a trailer, problems persist:

  • Cinematic trailers can misrepresent frame rate, visual fidelity, or perspective (showing third-person when the game is first-person)
  • Gameplay trailers create their own issues β€” showing a cool high-level ability makes players assume it's available early; omitting a late-game dragon fight makes players assume it's low fantasy throughout
  • Including something makes people think it's pervasive; excluding something makes people think it doesn't exist

No matter what you show, some players will extrapolate incorrectly.

"From the Makers Of..."

Tim addresses the controversial phrase "from the makers/developers/creators of [previous game]." He acknowledges why it feels deceptive β€” does it promise similar setting, mechanics, characters, humor, all of the above? β€” but explains it exists because developers have seconds, not minutes, to establish context. It's a shorthand for drawing parallels when you have a print ad or a 15-second spot.

The McDonald's Analogy

Tim compares game expectations to McDonald's: nobody claims it's the best burger in the world, but they sell billions because they deliver consistency. You know what you're getting, the price matches the expectation, and it's fast and convenient. That's what successful expectation management looks like β€” not making the "best" game, but making sure players know what they're getting.

New IP: Easier and Harder

New IP cuts both ways:

  • Easier: Players have no pre-existing expectations, so careful messaging can shape them from scratch
  • Harder: There's no shorthand to lean on. Every detail in a 15-second trailer gets over-analyzed, and players will read meaning into things the developers never intended

The Only Strategy That Works

Tim's conclusion after years of experience: pick a few core messages and double down relentlessly. Every interview, every trailer, every quote should hammer the same points. For Arcanum, the team kept saying "this is an industrial revolution in Tolkien's world" β€” a clear, repeatable elevator pitch that set expectations efficiently.

This won't reach everyone. Some players will always misunderstand and feel deceived. There is literally nothing you can do about that subset. The goal is to make it as small as possible, so that most players think "I see what they were going for β€” not my thing, but I wasn't misled."

The Uncomfortable Truth

People hear without listening. They see without looking. They will form expectations from incomplete information, fill gaps with imagination, and then blame developers when reality doesn't match their fantasy. The best marketing in the world cannot prevent someone from hearing one thing, imagining something else, and attributing their imagination to the developer.

This isn't about deceptive marketing (though that exists too) β€” it's about the fundamental impossibility of perfectly communicating a complex interactive experience through narrow channels. Accepting this limitation is the first step to managing it well.

References