{"id":1040709,"date":"2026-01-17T02:33:29","date_gmt":"2026-01-17T02:33:29","guid":{"rendered":"https:\/\/www.polygon.com\/?p=482369"},"modified":"2026-01-17T02:33:29","modified_gmt":"2026-01-17T02:33:29","slug":"how-do-you-know-when-your-game-is-good","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/how-do-you-know-when-your-game-is-good\/","title":{"rendered":"How do you know when your game is good?"},"content":{"rendered":"<figure> <img decoding=\"async\" alt=\"A screenshot of League of Legends featuring a bunch of characters all grouped on the right side of the map\" data-caption=\"\" data-portal-copyright=\"\" data-has-syndication-rights=\"1\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/11\/how-do-you-know-when-your-game-is-good.jpg\" \/><figcaption><\/figcaption><\/figure>\n<p class=\"has-text-align-none\">\n<div class=\"wp-block-vox-media-highlight vox-media-highlight\">\n<h2 class=\"wp-block-heading\"><\/h2>\n<p> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/11\/how-do-you-know-when-your-game-is-good.png\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"\" \/><\/p>\n<p class=\"has-text-align-none\"><em>Push to Talk is a weekly newsletter about the business of making and marketing video games, written by games industry veteran and marketing director Ryan Rigney. <a href=\"https:\/\/www.pushtotalk.gg\/subscribe\">Subscribe here<\/a> for eclectic and spicy interviews and essays in your inbox every Friday.<\/em><\/p>\n<\/div>\n<p class=\"has-text-align-none\">Back in 2009, it was far from obvious that <em>League of Legends <\/em>had the potential to become one of the world\u2019s most popular games.<\/p>\n<p class=\"has-text-align-none\">There\u2019s this story the OGs from the <em>League of Legends<\/em> dev team used to tell about the first moment they realized their game was good.<\/p>\n<p class=\"has-text-align-none\">This was probably 2008 or early 2009\u2014before the game\u2019s open beta. <em>LoL<\/em> has never been a particularly welcoming game, but in those early days, even the dev team had to be forced to join mandatory daily playtests. Initially, there was a lot of grumbling about it.<\/p>\n<p class=\"has-text-align-none\">But at some point in the process, something changed. People started playing the game not because they <em>had<\/em> to, but because they were having fun.<\/p>\n<p class=\"has-text-align-none\">Suddenly people began playing even after regular playtest hours had ended. They were shouting more, laughing more, and staying late to play <em>just one more game<\/em>.<\/p>\n<p class=\"has-text-align-none\">Moments like these are rare in game development. Because of how specialized and zoomed in each dev\u2019s role is, you often work for years before you have any sense of whether all of a game\u2019s parts are going to fit together.<\/p>\n<p class=\"has-text-align-none\">But there are signposts along the way, little magic moments when you start to think that the thing you\u2019ve been toiling over might actually be good.<\/p>\n<p class=\"has-text-align-none\">I\u2019ve started to wonder: What do those moments look like for other developers?<\/p>\n<p class=\"has-text-align-none\">This week I reached out to some devs who were there for the critical magic hours during the creation of games like <em>Apex Legends<\/em>, <em>Caravan SandWitch<\/em>, and <em>Age of Empires<\/em>. I asked them: <em>How do you know when your game is good?<\/em><\/p>\n<p class=\"has-text-align-none\">Their answers below.<\/p>\n<h2 class=\"wp-block-heading\"><strong><em>Apex Legends<\/em><\/strong><strong> \u2014 It\u2019s All About the Feel<\/strong><\/h2>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/11\/how-do-you-know-when-your-game-is-good-1.jpg\" alt=\"Characters from Apex Legends brandishing guns and running down a tramway\" title=\"Characters from Apex Legends brandishing guns and running down a tramway\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Respawn Entertainment\/Electronic Arts\" \/><\/p>\n<p class=\"has-text-align-none\">By the time Chad Grenier and the rest of the team at Respawn Entertainment began work on <em>Apex Legends, <\/em>Grenier had already spent over a decade shipping some of the most critically-acclaimed shooters ever made, including not just <em>Titanfall <\/em>and <em>Titanfall 2<\/em>, but the Infinity Ward-led <em>Call of Duty <\/em>games too.\u00b9<\/p>\n<p class=\"has-text-align-none\">This was a team that knew very well how to make a fun first-person shooter. So Grenier \u2014 <a href=\"https:\/\/www.mobygames.com\/person\/109999\/chad-grenier\/\">whose FPS credentials<\/a> stretch all the way back to the original <em>CoD <\/em>and who later became Game Director on <em>Apex<\/em> before founding <a href=\"https:\/\/wildlight.gg\/\">his own studio<\/a>\u2014says the challenge was to make the game fun even when it was played in suboptimal conditions:<\/p>\n<p class=\"has-text-align-none\">\u201cThe game was often fun because you were partying up with your work friends, chatting, and knowing who you&#8217;re playing against,\u201d Grenier told me in an email. But \u201cit didn&#8217;t simulate a real online environment.\u201d<\/p>\n<p class=\"has-text-align-none\">To force the team into a more creative mindset, Respawn employees embraced limitations. \u201cWe forced the team to playtest without parties, voice chat, and randomized gamertags,\u201d Grenier says. That experience was in part what inspired the team to develop <em>Apex\u2019s<\/em> acclaimed ping system for communication between un-mic\u2019ed players.<\/p>\n<p class=\"has-text-align-none\">Grenier says the <em>Apex Legends<\/em> team also heavily prioritized improving the \u201cgame feel,\u201d which he describes as \u201cthe connection from the player to the game, via whatever control input device you&#8217;re using.\u201d<\/p>\n<p class=\"has-text-align-none\">\u201cWe spend a lot of time just moving around, strafing, snapping in and out of ADS, shooting dummy targets in a test map over and over again to smooth out the experience,\u201d Grenier says, before listing a litany of examples he looks for when testing for game feel:<\/p>\n<ul>\n<li>It should feel snappy, respond right away to user input, and be free of any hitching, with no lag in animation.<\/li>\n<li>Reloads should be smooth, with feedback to the player when the reload is complete, visually via the animation and via audio, and have a clear visual\/audio cue as to when the gun can be fired again.<\/li>\n<li>Player collision must be curated for a smooth movement through the map, free of little snags and geo corners the player can get hung up on.<\/li>\n<\/ul>\n<p class=\"has-text-align-none\">\u201cBasically, we try to make sure the player never gets frustrated with the game itself,\u201d Grenier says, \u201conly by being outplayed by their opponent or choices they may have made. If a player gets annoyed with our motion model, collision, weapon state, or anything control related we have failed at making the game &#8216;feel good.\u201d\u2019<\/p>\n<p class=\"has-text-align-none\">The focus on game feel makes intuitive sense, but what about harder, more scientific forms of evaluation? How do you balance your intuitive sense of game feel with metrics?<\/p>\n<p class=\"has-text-align-none\">\u201cUse metrics to learn where <strong>not to go<\/strong>, not where to go.\u201d \u2013 Chad Grenier<\/p>\n<p class=\"has-text-align-none\">\u201cMy philosophy is to use metrics sparingly, and in the right areas,\u201d Grenier says.<\/p>\n<p class=\"has-text-align-none\">\u201cNever design a game based on metrics, design a game based on a vision the team is passionate about. Use metrics to learn where <strong>not to go<\/strong>, not where to go. Take the learnings of other games that have succeeded or failed before you, but don&#8217;t let them dictate your every decision.\u201d<\/p>\n<h2 class=\"wp-block-heading\"><strong><em>Caravan SandWitch<\/em><\/strong><strong> \u2014 Fun Without Fighting<\/strong><\/h2>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/11\/how-do-you-know-when-your-game-is-good.gif\" alt=\"An animated gif showing two frames from Caravan SandWitch side by side, with the one on the left showing a redheaded character running through a seaside town, and the one on the right showing an orange off-road vehicle driving through wilderness\" title=\"An animated gif showing two frames from Caravan SandWitch side by side, with the one on the left showing a redheaded character running through a seaside town, and the one on the right showing an orange off-road vehicle driving through wilderness\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Studio Plane Toast\/Dear Villagers\" \/><\/p>\n<p class=\"has-text-align-none\">If designing a fun game is hard even for people who\u2019ve been refining a formula for decades, how much harder would it be if you\u2019re making a game that intentionally strips out standardized game mechanics?<\/p>\n<p class=\"has-text-align-none\">That\u2019s the challenge that \u00c9mi Lef\u00e8vre and the team at Plane Toast had to solve when designing <em>Caravan SandWitch<\/em>, a breakout hit adventure game that features no combat.<\/p>\n<p>\u201dTo be honest we realized very late that the game had potential to be a success,\u201d Lef\u00e8vre, the game\u2019s creative director, told me this week. \u201cFor a big part of the development, the game wasn&#8217;t very fun to play and felt really clunky, but in the last six months before the release of the demo we started to feel like it was all coming together.\u201d<\/p>\n<p class=\"has-text-align-none\"><em>Caravan SandWitch<\/em> pitches itself as a \u201ccozy\u201d game, though unlike many that share the label, it&#8217;s structured more like a traditional narrative adventure game than the usual cozy farming or community sim. It\u2019s got item-collecting elements, vehicle driving, and a sprawling world to explore, but no death or damage mechanics.<\/p>\n<p class=\"has-text-align-none\">Lef\u00e8vre says that at multiple points in the game\u2019s development, she found herself \u201cstruggling to explain the game and to communicate what it was all about,\u201d she says. \u201cI really thought we&#8217;ll never manage to sell it.\u201d<\/p>\n<p class=\"has-text-align-none\">In part, the challenge came from the team\u2019s willingness to venture into rarely explored game design territory. They committed early on to a no-combat design, but Lef\u00e8vre says the team struggled with doubts about whether they could make a platforming\/exploration game work without it.<\/p>\n<p class=\"has-text-align-none\">\u201cAs you can imagine, we had to replace the combat with something else,\u201d she says. \u201cIt took a while before we were fully convinced it would work, as the exploration and &#8220;treasure-hunt&#8221; kind of gameplay we got was very dependent on having a nice and interesting open world to navigate, and we had to rework the whole map multiple times to try different ways of approaching it.\u201d<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/11\/how-do-you-know-when-your-game-is-good-2.jpg\" alt=\"A screenshot from Caravan SandWitch featuring a redhead character climbing a ladder in a warehouse\" title=\"A screenshot from Caravan SandWitch featuring a redhead character climbing a ladder in a warehouse\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Studio Plane Toast\/Dear Villagers\" \/><\/p>\n<p class=\"has-text-align-none\">Much of the pleasure of playing <em>Caravan SandWitch<\/em> comes from discovering hidden areas of the game\u2019s beautifully-designed environments.<\/p>\n<p class=\"has-text-align-none\">The same challenges applied to the game\u2019s various \u201cslice of life\u201d interactions with characters in the towns. Lef\u00e8vre says the game\u2019s script and mechanics required multiple iterations before playtesters enjoyed talking to the characters.<\/p>\n<p class=\"has-text-align-none\">Still, the Plane Toast team soldiered forward with iterations on the game. Lef\u00e8vre says the team took inspiration and encouragement from other combat-free games like<a href=\"https:\/\/store.steampowered.com\/app\/1055540\/A_Short_Hike\/\"> <em>A Short Hike<\/em><\/a> and <a href=\"https:\/\/store.steampowered.com\/app\/1337010\/Alba_A_Wildlife_Adventure\/\"> <em>Alba<\/em><\/a>, because \u201cthey were proof for us that this kind of game could exist, despite the third person adventure genre being so full of games with lots of combat!\u201d<\/p>\n<p class=\"has-text-align-none\">But it wasn\u2019t until the release of the <em>Caravan SandWitch<\/em> demo during Steam Next Fest earlier this year that the team began to become more confident they had something truly special on their hands. <a href=\"https:\/\/www.rockpapershotgun.com\/the-caravan-sandwitch-demo-teases-a-gorgeous-exploration-adventure\">Reactions from critics<\/a> and players of the demo were extremely positive, giving the Plane Toast team more reasons to believe in their vision.<\/p>\n<p class=\"has-text-align-none\">Now, with over 1,000 reviews <a href=\"https:\/\/store.steampowered.com\/app\/1582650\/Caravan_SandWitch\/\">on Steam<\/a> and a 91% positive reviews average, the Plane Toast team has been fully vindicated. Lef\u00e8vre says she now feels more positive about the game\u2019s development process, though she admits to some remaining uncertainty about the approach they took.<\/p>\n<p class=\"has-text-align-none\">\u201cIt would have helped a lot if we had taken the time to do more market research and make a game that could have marketed itself,\u201d she says, \u201cBut I also think it limits the authenticity you can put in your design. I&#8217;m glad we took a lot of inspiration from our environment and our life experiences and I&#8217;m sure people could tell how much of ourselves was put into it.\u201d<\/p>\n<h2 class=\"wp-block-heading\"><strong>The <\/strong><strong><em>Age of Empires<\/em><\/strong><strong> Series \u2014 Trust the Vision<\/strong><\/h2>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/11\/how-do-you-know-when-your-game-is-good-3.jpg\" alt=\"A screenshot from Age of Empires 2: Definitive Edition featuring an isometric view of a city with lots of buildings that have blue domes\" title=\"A screenshot from Age of Empires 2: Definitive Edition featuring an isometric view of a city with lots of buildings that have blue domes\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: World\u2019s Edge\/Forgotten Empires\/Xbox Game Studios\" \/><\/p>\n<p class=\"has-text-align-none\">Over the past 26 years, Greg Street has been a lead on countless iconic games, including <em>World of Warcraft<\/em> (where he was Lead Systems Designer),<sup>\u00b2<\/sup> on various projects as a producer and VP at Riot Games, and now at <a href=\"https:\/\/fantasticpixelcastle.com\/\">his new studio<\/a>, where he\u2019s cooking up a next-generation MMO.<\/p>\n<p class=\"has-text-align-none\">But Street\u2019s first adventures in the games industry were at Ensemble Studios, where he was a designer on every <em>Age of Empires<\/em> game for a decade.<\/p>\n<p class=\"has-text-align-none\">Street says that it\u2019s always hard to tell when a game has high potential\u2014harder than almost any game developer is willing to admit.<\/p>\n<p class=\"has-text-align-none\">\u201cI think most developers, and nearly all stakeholders, are actually really bad at squinting,\u201d Street told me in a DM via X. \u201cThey all say they are good at looking past the gray boxes, the bugs, the crashes, the ear flicks. But then they are grateful when a buggy playtest ends, or grateful when the whole playtest is cancelled, because it is a painful experience.\u201d<\/p>\n<p class=\"has-text-align-none\">Street says that over the years, he\u2019s become increasingly convinced that even executives who\u2019ve been in the industry for decades often fail to see a great game\u2019s potential in the early stages\u2014a fact revealed by the questions they ask:<\/p>\n<p class=\"has-text-align-none\">\u201cThe questions are like \u2018I know this isn&#8217;t the real art style, but will the real art style be a bunch of gray boxes? Will the knight unit always be a pony with the word KNIGHT floating over its head?\u2019\u201d Street says.<\/p>\n<p class=\"has-text-align-none\">The executives may often be clueless, but for devs themselves, there are often ways to tell that you\u2019re on the right track.<\/p>\n<p class=\"has-text-align-none\">\u201cEnsemble Studios playtested our games every single day,\u201d Street recalls. \u201cI think playtest was probably 4 o&#8217;clock, and back then we all met in a central playtest area versus staying at our own desks.\u201d<\/p>\n<p class=\"has-text-align-none\">Street says that for each of <em>Age of Empire II<\/em>, <em>Age of Mythology<\/em> and <em>Age of Empires III,<\/em> he can vividly remember the moments when the team began to prefer to play the new games over the previous one.<\/p>\n<p class=\"has-text-align-none\">\u201cYou&#8217;d reach a point where just enough content had gone in, where the bugs didn&#8217;t completely detract from the experience, where game tuning went from wtf random to [a spot where] you generally felt smart for building the right counter.\u201d When the team preferred to play the new game, Street says, \u201cthat was when we knew we had something good.\u201d<\/p>\n<h3 class=\"wp-block-heading\"><strong>Greg Street on Metrics vs. Creative Vision<\/strong><\/h3>\n<p class=\"has-text-align-none\">After speaking with both Chad Grenier (<em>Apex Legends<\/em>) and \u00c9mi Lef\u00e8vre (<em>Caravan SandWitch<\/em>) I realized that they had a surprising commonality in their approach to game design: Both stressed the importance of trusting in your own creative vision instead of letting market research dictate your path.<\/p>\n<p class=\"has-text-align-none\">I decided to ask Greg Street directly about this question, and his answer was so interesting that I\u2019m including it here in full.<\/p>\n<p class=\"has-text-align-none\"><strong>PUSH TO TALK: Much of big studio game dev is driven by market research over the gut feelings of creators. Any thoughts\/rants you&#8217;d want to get off your chest on this topic?<\/strong><\/p>\n<p class=\"has-text-align-none\"><strong>GREG STREET<\/strong>: I am really stubborn about this view, which is that the vision needs to come first and it needs to be a really personal commitment to the vision. The vision can come from your knowledge of the market (&#8220;Gee seems like players are souring on battle passes. Hmmm.&#8221;) But this is not the time for market research. Once you have a design and ideally a playable prototype, that&#8217;s when you start the market research, and what you are doing at that point is validating your ideas, not casting around for ideas in the first place.<\/p>\n<p class=\"has-text-align-none\">I was a scientist, so maybe no surprise I view the process very scientifically. You make a hypothesis. Then you gather data to see if it supports or can falsify your hypothesis. But you are the one with the intuition and experience and those should count for a lot. The market testing and user experience testing are to look for hiccups or things you might have missed.<\/p>\n<p class=\"has-text-align-none\">Riot did a good job here IMO that I have tried to emulate with the new studio. Be very clear on who your audience is and then hyperserve that audience. You might be surprised that you attract more than your core audience. But if you don&#8217;t have a core audience and try to be all things to all players, then you&#8217;ve probably compromised your game.<\/p>\n<p class=\"has-text-align-none\">Our new game is an MMO with an emphasis on other players. It&#8217;s possible players who love to play MMOs as a solo experience won&#8217;t enjoy our game. And we are fine with that.<\/p>\n<h2 class=\"wp-block-heading\"><strong>Unexpected Agreements Between Wildly Different Devs<\/strong><\/h2>\n<p class=\"has-text-align-none\">When I set out to ask devs the question in this article\u2019s headline, I expected I\u2019d get wildly divergent answers. There is little obvious in common between a cozy game creative director, a former <em>Call of Duty<\/em> designer, and an RTS\/MMO legend.<\/p>\n<p class=\"has-text-align-none\">And yet, their responses revolved around extremely similar themes.<\/p>\n<p class=\"has-text-align-none\"><em>How do you know when your game is good?<\/em><\/p>\n<p class=\"has-text-align-none\">The answer is: <em>You won\u2019t<\/em>. Not for certain, at least.<\/p>\n<p class=\"has-text-align-none\">But there are some signs you can watch for, and ways to make forward progress: Playtesting and honestly appraising the ways players respond to your game, relentlessly iterating on the basic interactions that comprise <em>game feel, <\/em>testing your own hypotheses about what\u2019s working and not working\u2026 these are tools you can use to make games better.<\/p>\n<p class=\"has-text-align-none\">And if you hold true to a vision and work hard at it, there\u2019s even a chance you might make something great.<\/p>\n<p class=\"has-text-align-none\">That\u2019s it for this week. I\u2019m gonna go navigate the Dallas Fort-Worth airport while trying to avoid any combat encounters.<\/p>\n<hr class=\"wp-block-separator has-alpha-channel-opacity\" \/>\n<ol>\n<li>When <a href=\"https:\/\/www.ign.com\/articles\/ex-call-of-duty-dev-reveals-how-activision-tried-to-convince-infinity-ward-staff-to-stick-around-after-firing-the-studios-founders\">Activision fired Infinity Ward founders Vince Zampella and Jason West<\/a> in 2010, there was a mutiny at IW that saw many staff, including Chad Grenier, follow their ousted leaders out the door to form what became Respawn Entertainment.<\/li>\n<li>In his role on <em>WoW<\/em>, Greg Street once approved a balance change that was so controversial that he became <a href=\"https:\/\/www.polygon.com\/22709126\/ethereum-creator-world-of-warcraft-nerf-nft-vitalik-buterin\">indirectly responsible for the creation of the cryptocurrency Ethereum<\/a>.&nbsp;<\/li>\n<\/ol>\n<p class=\"has-text-align-none\">\n<p class=\"has-text-align-none\">\n<p><a href=\"https:\/\/www.polygon.com\/analysis\/482369\/push-to-talk-apex-legends-caravan-sandwitch-age-of-empires\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Push to Talk is a weekly newsletter about the business of making and marketing video games, written by games industry veteran and marketing director Ryan Rigney. Subscribe here for eclectic and spicy interviews and essays in your inbox every Friday. Back in 2009, it was far from obvious that League of Legends had the potential to become one of the world\u2019s most popular games. There\u2019s this story the OGs from the League of Legends dev team used to tell about the first moment they realized their game was good. This was probably 2008 or early 2009\u2014before the game\u2019s open beta. LoL has never been a particularly welcoming game, but in those early days, even the dev team had to be forced to join mandatory daily&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/how-do-you-know-when-your-game-is-good\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1040710,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[],"class_list":["post-1040709","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-polygon"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>How do you know when your game is good? | Arcader News<\/title>\n<meta name=\"description\" content=\"Push to Talk is a weekly newsletter about the business of making and marketing video games, written by games industry veteran and marketing director Ryan\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/arcader.org\/news\/how-do-you-know-when-your-game-is-good\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"How do you know when your game is good? | Arcader News\" \/>\n<meta property=\"og:description\" content=\"Push to Talk is a weekly newsletter about the business of making and marketing video games, written by games industry veteran and marketing director Ryan\" \/>\n<meta property=\"og:url\" content=\"https:\/\/arcader.org\/news\/how-do-you-know-when-your-game-is-good\/\" \/>\n<meta property=\"og:site_name\" content=\"Arcade News\" \/>\n<meta property=\"article:published_time\" content=\"2026-01-17T02:33:29+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/11\/how-do-you-know-when-your-game-is-good.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"480\" \/>\n\t<meta property=\"og:image:height\" content=\"251\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"Arcade News\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Arcade News\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"13 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\\\/\\\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/how-do-you-know-when-your-game-is-good\\\/#article\",\"isPartOf\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/how-do-you-know-when-your-game-is-good\\\/\"},\"author\":{\"name\":\"Arcade News\",\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/#\\\/schema\\\/person\\\/8460f5e5076b52fb2369f2f7ce6f2839\"},\"headline\":\"How do you know when your game is good?\",\"datePublished\":\"2026-01-17T02:33:29+00:00\",\"mainEntityOfPage\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/how-do-you-know-when-your-game-is-good\\\/\"},\"wordCount\":2544,\"commentCount\":0,\"image\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/how-do-you-know-when-your-game-is-good\\\/#primaryimage\"},\"thumbnailUrl\":\"https:\\\/\\\/arcader.org\\\/wp-content\\\/uploads\\\/2024\\\/11\\\/how-do-you-know-when-your-game-is-good.jpg\",\"articleSection\":[\"Polygon\"],\"inLanguage\":\"en-US\",\"potentialAction\":[{\"@type\":\"CommentAction\",\"name\":\"Comment\",\"target\":[\"https:\\\/\\\/arcader.org\\\/news\\\/how-do-you-know-when-your-game-is-good\\\/#respond\"]}]},{\"@type\":\"WebPage\",\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/how-do-you-know-when-your-game-is-good\\\/\",\"url\":\"https:\\\/\\\/arcader.org\\\/news\\\/how-do-you-know-when-your-game-is-good\\\/\",\"name\":\"How do you know when your game is good? | Arcader News\",\"isPartOf\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/#website\"},\"primaryImageOfPage\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/how-do-you-know-when-your-game-is-good\\\/#primaryimage\"},\"image\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/how-do-you-know-when-your-game-is-good\\\/#primaryimage\"},\"thumbnailUrl\":\"https:\\\/\\\/arcader.org\\\/wp-content\\\/uploads\\\/2024\\\/11\\\/how-do-you-know-when-your-game-is-good.jpg\",\"datePublished\":\"2026-01-17T02:33:29+00:00\",\"author\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/#\\\/schema\\\/person\\\/8460f5e5076b52fb2369f2f7ce6f2839\"},\"description\":\"Push to Talk is a weekly newsletter about the business of making and marketing video games, written by games industry veteran and marketing director Ryan\",\"breadcrumb\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/how-do-you-know-when-your-game-is-good\\\/#breadcrumb\"},\"inLanguage\":\"en-US\",\"potentialAction\":[{\"@type\":\"ReadAction\",\"target\":[\"https:\\\/\\\/arcader.org\\\/news\\\/how-do-you-know-when-your-game-is-good\\\/\"]}]},{\"@type\":\"ImageObject\",\"inLanguage\":\"en-US\",\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/how-do-you-know-when-your-game-is-good\\\/#primaryimage\",\"url\":\"https:\\\/\\\/arcader.org\\\/wp-content\\\/uploads\\\/2024\\\/11\\\/how-do-you-know-when-your-game-is-good.jpg\",\"contentUrl\":\"https:\\\/\\\/arcader.org\\\/wp-content\\\/uploads\\\/2024\\\/11\\\/how-do-you-know-when-your-game-is-good.jpg\",\"width\":480,\"height\":251,\"caption\":\"How do you know when your game is good?\"},{\"@type\":\"BreadcrumbList\",\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/how-do-you-know-when-your-game-is-good\\\/#breadcrumb\",\"itemListElement\":[{\"@type\":\"ListItem\",\"position\":1,\"name\":\"Home\",\"item\":\"https:\\\/\\\/arcader.org\\\/news\\\/\"},{\"@type\":\"ListItem\",\"position\":2,\"name\":\"How do you know when your game is good?\"}]},{\"@type\":\"WebSite\",\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/#website\",\"url\":\"https:\\\/\\\/arcader.org\\\/news\\\/\",\"name\":\"Arcade News\",\"description\":\"Free Arcade News from the Best Online Sources\",\"potentialAction\":[{\"@type\":\"SearchAction\",\"target\":{\"@type\":\"EntryPoint\",\"urlTemplate\":\"https:\\\/\\\/arcader.org\\\/news\\\/?s={search_term_string}\"},\"query-input\":{\"@type\":\"PropertyValueSpecification\",\"valueRequired\":true,\"valueName\":\"search_term_string\"}}],\"inLanguage\":\"en-US\"},{\"@type\":\"Person\",\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/#\\\/schema\\\/person\\\/8460f5e5076b52fb2369f2f7ce6f2839\",\"name\":\"Arcade News\",\"image\":{\"@type\":\"ImageObject\",\"inLanguage\":\"en-US\",\"@id\":\"https:\\\/\\\/secure.gravatar.com\\\/avatar\\\/3fea48a614d86edd987bc7bb25f4707c69546d4b1f78ad4aa20b26316bad1f9d?s=96&d=mm&r=g\",\"url\":\"https:\\\/\\\/secure.gravatar.com\\\/avatar\\\/3fea48a614d86edd987bc7bb25f4707c69546d4b1f78ad4aa20b26316bad1f9d?s=96&d=mm&r=g\",\"contentUrl\":\"https:\\\/\\\/secure.gravatar.com\\\/avatar\\\/3fea48a614d86edd987bc7bb25f4707c69546d4b1f78ad4aa20b26316bad1f9d?s=96&d=mm&r=g\",\"caption\":\"Arcade News\"},\"sameAs\":[\"https:\\\/\\\/cricketgames.tv\"],\"url\":\"https:\\\/\\\/arcader.org\\\/news\\\/author\\\/arcade-news\\\/\"}]}<\/script>\n<!-- \/ Yoast SEO plugin. -->","yoast_head_json":{"title":"How do you know when your game is good? | Arcader News","description":"Push to Talk is a weekly newsletter about the business of making and marketing video games, written by games industry veteran and marketing director Ryan","robots":{"index":"index","follow":"follow","max-snippet":"max-snippet:-1","max-image-preview":"max-image-preview:large","max-video-preview":"max-video-preview:-1"},"canonical":"https:\/\/arcader.org\/news\/how-do-you-know-when-your-game-is-good\/","og_locale":"en_US","og_type":"article","og_title":"How do you know when your game is good? | Arcader News","og_description":"Push to Talk is a weekly newsletter about the business of making and marketing video games, written by games industry veteran and marketing director Ryan","og_url":"https:\/\/arcader.org\/news\/how-do-you-know-when-your-game-is-good\/","og_site_name":"Arcade News","article_published_time":"2026-01-17T02:33:29+00:00","og_image":[{"width":480,"height":251,"url":"https:\/\/arcader.org\/wp-content\/uploads\/2024\/11\/how-do-you-know-when-your-game-is-good.jpg","type":"image\/jpeg"}],"author":"Arcade News","twitter_card":"summary_large_image","twitter_misc":{"Written by":"Arcade News","Est. reading time":"13 minutes"},"schema":{"@context":"https:\/\/schema.org","@graph":[{"@type":"Article","@id":"https:\/\/arcader.org\/news\/how-do-you-know-when-your-game-is-good\/#article","isPartOf":{"@id":"https:\/\/arcader.org\/news\/how-do-you-know-when-your-game-is-good\/"},"author":{"name":"Arcade News","@id":"https:\/\/arcader.org\/news\/#\/schema\/person\/8460f5e5076b52fb2369f2f7ce6f2839"},"headline":"How do you know when your game is good?","datePublished":"2026-01-17T02:33:29+00:00","mainEntityOfPage":{"@id":"https:\/\/arcader.org\/news\/how-do-you-know-when-your-game-is-good\/"},"wordCount":2544,"commentCount":0,"image":{"@id":"https:\/\/arcader.org\/news\/how-do-you-know-when-your-game-is-good\/#primaryimage"},"thumbnailUrl":"https:\/\/arcader.org\/wp-content\/uploads\/2024\/11\/how-do-you-know-when-your-game-is-good.jpg","articleSection":["Polygon"],"inLanguage":"en-US","potentialAction":[{"@type":"CommentAction","name":"Comment","target":["https:\/\/arcader.org\/news\/how-do-you-know-when-your-game-is-good\/#respond"]}]},{"@type":"WebPage","@id":"https:\/\/arcader.org\/news\/how-do-you-know-when-your-game-is-good\/","url":"https:\/\/arcader.org\/news\/how-do-you-know-when-your-game-is-good\/","name":"How do you know when your game is good? | Arcader News","isPartOf":{"@id":"https:\/\/arcader.org\/news\/#website"},"primaryImageOfPage":{"@id":"https:\/\/arcader.org\/news\/how-do-you-know-when-your-game-is-good\/#primaryimage"},"image":{"@id":"https:\/\/arcader.org\/news\/how-do-you-know-when-your-game-is-good\/#primaryimage"},"thumbnailUrl":"https:\/\/arcader.org\/wp-content\/uploads\/2024\/11\/how-do-you-know-when-your-game-is-good.jpg","datePublished":"2026-01-17T02:33:29+00:00","author":{"@id":"https:\/\/arcader.org\/news\/#\/schema\/person\/8460f5e5076b52fb2369f2f7ce6f2839"},"description":"Push to Talk is a weekly newsletter about the business of making and marketing video games, written by games industry veteran and marketing director Ryan","breadcrumb":{"@id":"https:\/\/arcader.org\/news\/how-do-you-know-when-your-game-is-good\/#breadcrumb"},"inLanguage":"en-US","potentialAction":[{"@type":"ReadAction","target":["https:\/\/arcader.org\/news\/how-do-you-know-when-your-game-is-good\/"]}]},{"@type":"ImageObject","inLanguage":"en-US","@id":"https:\/\/arcader.org\/news\/how-do-you-know-when-your-game-is-good\/#primaryimage","url":"https:\/\/arcader.org\/wp-content\/uploads\/2024\/11\/how-do-you-know-when-your-game-is-good.jpg","contentUrl":"https:\/\/arcader.org\/wp-content\/uploads\/2024\/11\/how-do-you-know-when-your-game-is-good.jpg","width":480,"height":251,"caption":"How do you know when your game is good?"},{"@type":"BreadcrumbList","@id":"https:\/\/arcader.org\/news\/how-do-you-know-when-your-game-is-good\/#breadcrumb","itemListElement":[{"@type":"ListItem","position":1,"name":"Home","item":"https:\/\/arcader.org\/news\/"},{"@type":"ListItem","position":2,"name":"How do you know when your game is good?"}]},{"@type":"WebSite","@id":"https:\/\/arcader.org\/news\/#website","url":"https:\/\/arcader.org\/news\/","name":"Arcade News","description":"Free Arcade News from the Best Online Sources","potentialAction":[{"@type":"SearchAction","target":{"@type":"EntryPoint","urlTemplate":"https:\/\/arcader.org\/news\/?s={search_term_string}"},"query-input":{"@type":"PropertyValueSpecification","valueRequired":true,"valueName":"search_term_string"}}],"inLanguage":"en-US"},{"@type":"Person","@id":"https:\/\/arcader.org\/news\/#\/schema\/person\/8460f5e5076b52fb2369f2f7ce6f2839","name":"Arcade News","image":{"@type":"ImageObject","inLanguage":"en-US","@id":"https:\/\/secure.gravatar.com\/avatar\/3fea48a614d86edd987bc7bb25f4707c69546d4b1f78ad4aa20b26316bad1f9d?s=96&d=mm&r=g","url":"https:\/\/secure.gravatar.com\/avatar\/3fea48a614d86edd987bc7bb25f4707c69546d4b1f78ad4aa20b26316bad1f9d?s=96&d=mm&r=g","contentUrl":"https:\/\/secure.gravatar.com\/avatar\/3fea48a614d86edd987bc7bb25f4707c69546d4b1f78ad4aa20b26316bad1f9d?s=96&d=mm&r=g","caption":"Arcade News"},"sameAs":["https:\/\/cricketgames.tv"],"url":"https:\/\/arcader.org\/news\/author\/arcade-news\/"}]}},"_links":{"self":[{"href":"https:\/\/arcader.org\/news\/wp-json\/wp\/v2\/posts\/1040709","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/arcader.org\/news\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/arcader.org\/news\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/arcader.org\/news\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/arcader.org\/news\/wp-json\/wp\/v2\/comments?post=1040709"}],"version-history":[{"count":1,"href":"https:\/\/arcader.org\/news\/wp-json\/wp\/v2\/posts\/1040709\/revisions"}],"predecessor-version":[{"id":1464926,"href":"https:\/\/arcader.org\/news\/wp-json\/wp\/v2\/posts\/1040709\/revisions\/1464926"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/arcader.org\/news\/wp-json\/wp\/v2\/media\/1040710"}],"wp:attachment":[{"href":"https:\/\/arcader.org\/news\/wp-json\/wp\/v2\/media?parent=1040709"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/arcader.org\/news\/wp-json\/wp\/v2\/categories?post=1040709"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/arcader.org\/news\/wp-json\/wp\/v2\/tags?post=1040709"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}