Why you can't find a universal setting that everyone will love

The setting is one of the most important factors in the success of a game. We learned from Vladimir Semykin, the author of the Game Design direction in Netology, why it is important to choose the right setting, how they differ, and what principles will help you find the right environment for your game.





The setting is the setting in which the game takes place. It consists of many parameters that determine the world of the game: time, place, culture, special conditions of the world (for example, the presence of magic or a major catastrophe in the recent past), general tone and mood (for example, high and dark fantasy), socio-political structure and much more. 





There are so many settings that it is difficult to count them. For example, if you take the 1920s in Russia, Japan and the United States as a basis, you get three completely different settings. Of course, they will have common features, but the socio-cultural characteristics of these countries are so different that they can be considered as different settings. Even the WW2 setting can vary greatly from game to game.





The Saboteur takes place in occupied Paris.  Black and white surroundings, night and frequent rains make the game almost a noir detective
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Tohu developers have come up with their own setting "mechanobiopunk" - they cross everyday objects with creatures from our world.  For example, this is how the Streakwerk and the Fly Copter turned out.
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Games with the same gameplay may differ in setting: in the first case, the setting is "Princesses", and in the second - "Treasure hunt"
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