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Your game features arenโ€™t USPs.

Anton Slashcev
Sorry, but your game features arenโ€™t USPs.

Hereโ€™s why:

๐Ÿญ. ๐—™๐—ฒ๐—ฎ๐˜๐˜‚๐—ฟ๐—ฒ๐˜€ ๐—ฎ๐—ฟ๐—ฒ ๐—ฒ๐˜…๐—ฝ๐—ฒ๐—ฐ๐˜๐—ฒ๐—ฑ
โ†ณ Players expect your game to have upgrades, boosters, weapons, cool graphics, etc.
โ†ณ A USP makes your game truly memorable โ€“ like a unique narrative or a fresh gameplay twist.

๐Ÿฎ. ๐—™๐—ฒ๐—ฎ๐˜๐˜‚๐—ฟ๐—ฒ๐˜€ ๐—ฐ๐—ฎ๐—ป ๐—ฏ๐—ฒ ๐—ฐ๐—ผ๐—ฝ๐—ถ๐—ฒ๐—ฑ, ๐—จ๐—ฆ๐—ฃ๐˜€ ๐—ฐ๐—ฎ๐—ปโ€™๐˜
โ†ณ Competitors can copy features.
โ†ณ But a USP that evokes emotion, like excitement or nostalgia, is much harder to replicate.

๐Ÿฏ. ๐—จ๐—ฆ๐—ฃ๐˜€ ๐—ฐ๐—ต๐—ฎ๐—ป๐—ด๐—ฒ ๐—ด๐—ฎ๐—บ๐—ฒ ๐—ฝ๐—ฒ๐—ฟ๐—ฐ๐—ฒ๐—ฝ๐˜๐—ถ๐—ผ๐—ป
โ†ณ Even with similar mechanics, a strong USP positions your game as unique.

๐—˜๐˜…๐—ฎ๐—บ๐—ฝ๐—น๐—ฒ๐˜€:
โ€ข ๐—™๐—ผ๐—ฟ๐˜๐—ป๐—ถ๐˜๐—ฒ โ€“ More than a battle royale; itโ€™s the only one integrating live pop culture events and collaborations.

โ€ข ๐—”๐—บ๐—ผ๐—ป๐—ด ๐—จ๐˜€ โ€“ Simple gameplay, but the USP lies in social deduction and group psychology.

โ€ข ๐—š๐—ฒ๐—ป๐˜€๐—ต๐—ถ๐—ป ๐—œ๐—บ๐—ฝ๐—ฎ๐—ฐ๐˜ โ€“ Combines AAA quality with free-to-play accessibility in an open-world RPG.

If youโ€™re a producer, ask yourself:

โ€ข What experience can we deliver that no one else is offering?
โ€ข What emotion do we want players to feel?
โ€ข How can we craft a narrative or ecosystem thatโ€™s irreplaceable?

Features wonโ€™t win the game.
A great USP will.

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