Why game studios chase trends and how to avoid designing by market hype?
- Cost per team member
- USD/person
- Result
- Person-months
- person-months
- Result
- Development time
- 24 months
- You entered
Game studios chase trends because trends reduce financial risk: following a proven hit feels safer than betting on an unproven idea, and publishers, investors, and platform algorithms reward familiarity. To avoid designing by market hype, you must separate the surface features of a trending game from the underlying player needs it satisfies, then build a design that meets those needs in your own way. This article explains why trend-chasing happens, how it plays out, and practical ways to keep your design grounded in player value rather than hype.
Formula
The calculator above works out three common project-planning metrics from your development time, team size, and total budget. The formulas are:
- Monthly burn rate = Budget ÷ Development time (USD/month)
- Cost per team member = Budget ÷ Team size (USD/person)
- Person-months = Development time × Team size (person-months)
Variables: Budget (USD), Development time (months), Team size (people). These are simple arithmetic relationships, not a prediction of success.
Worked Example
Using the default values: Budget = 500,000 USD, Development time = 24 months, Team size = 10 people.
- Monthly burn rate = 500,000 ÷ 24 = 20,833.33 USD/month
- Cost per team member = 500,000 ÷ 10 = 50,000 USD/person
- Person-months = 24 × 10 = 240 person-months
The calculator shows 20,833.33 USD/month, 50,000 USD/person, and 240 person-months.
Why Trend-Chasing Is So Common
The game industry is a high-risk, high-cost business. A typical AAA game can cost tens of millions of dollars to develop and market, and the majority of games do not break even. In that environment, copying a successful formula seems like a rational strategy. Publishers and investors see a proven hit like Fortnite or Among Us and want to replicate its success with a smaller budget and a faster timeline. Platform holders also push trends: Steam’s discovery queue, the App Store’s featured sections, and Twitch’s most-watched games all reward games that look and play like what is already popular.
Trend-chasing also happens because of internal pressure. Developers are often players themselves, and when a new genre explodes, they naturally want to make something in that space. That is not inherently bad—many great games were inspired by earlier hits—but it becomes a problem when the trend is the only reason for making the game.
How Trend-Chasing Goes Wrong
The most common failure is the “me-too� game: a clone that arrives late, with fewer features, and no reason for players to switch. Examples include the flood of battle royale games after Fortnite (most of which shut down), the wave of auto-chess games after Dota Auto Chess (only a few survived), and the countless Wordle clones that appeared in 2022. In each case, the trend was real, but the market was already saturated by the time the clones launched.
Another problem is that trends are often surface-level. A game might copy the loot box system from a hit without understanding why that system worked in the original context. Or it might adopt a battle pass because “that’s what live-service games do,� without designing the content loop that makes a pass worth buying. Players are not fooled by superficial imitation—they quickly see when a mechanic is there for monetization rather than fun.
Finally, trend-chasing can kill innovation. If every studio is making the same genre, the industry as a whole stops producing new ideas. That is why the most memorable games of the past decade—Undertale, Hades, Stardew Valley—were not trend-chasing; they were personal, focused visions that found an audience precisely because they were different.
How to Identify a Real Opportunity vs. Hype
Not every trend is bad. The key is to distinguish between a genre trend (e.g., “roguelikes are popular�) and a player-need trend (e.g., “players want short, replayable sessions with meaningful choices�). The former is a surface pattern; the latter is a durable desire. To evaluate a trend, ask:
- What core need does this trend serve? (e.g., social connection, mastery, creativity, escape)
- Is that need growing or shrinking? (e.g., remote work increased demand for social games)
- Can I serve that need in a way that is distinct from the current hits?
- Am I excited about this genre for its own sake, or because it’s making money?
If the answer to the last question is “money,� you are likely chasing hype. If you can answer the first three with genuine interest and a unique angle, you may have a real opportunity.
How to Avoid Designing by Market Hype
Practical steps to keep your design grounded:
- Start with a design pillar, not a genre. Write down the one thing your game must do exceptionally well (e.g., “make the player feel like a clever trickster�). Then choose mechanics that support that pillar, even if they are not trendy.
- Study the trend’s failures as much as its successes. Read negative reviews of the hit game, watch long-term player complaints, and look at what the community says is missing. That is often where your opportunity lies.
- Prototype the core loop before adding trend features. If your game is fun without the battle pass, the daily quests, or the loot boxes, you know those features are optional. If it is not fun without them, you have a design problem, not a trend problem.
- Set a “trend budget.� Decide in advance how much of your design will be influenced by current trends—say, 20%. That forces you to justify every trend feature you add.
- Get feedback from players who are not fans of the trend. If your game appeals only to people who already love the genre, you are building for the hype, not for a broader audience.
- Ignore the “first-mover� pressure. Being first is rarely as important as being good. Many hits were not first: Fortnite was not the first battle royale, but it was the most polished and accessible.
Common Mistakes and Misconceptions
One common misconception is that “trend� and “genre� are the same thing. They are not. A genre is a stable category (e.g., puzzle, RPG, shooter). A trend is a temporary spike in popularity of a particular subgenre or mechanic. Genres last decades; trends last months or a few years. Designing for a genre is fine; designing for a trend is risky.
Another mistake is thinking that you can “beat� the trend by being faster. Unless you have a very small team and a very short development cycle, you will almost certainly be late. The trend will have peaked by the time you launch. Instead of trying to be fast, try to be better or different.
A third mistake is ignoring the cost of trend features. Adding a multiplayer mode because “that’s what players want� can double your development time and server costs. The calculator above shows how quickly a budget gets consumed: a 24-month, 10-person project with a $500,000 budget burns $20,833 per month. Adding six months for a trend feature increases your cost by $125,000. That money might be better spent on polish.
Alternatives to Trend-Chasing
If you want to avoid trends altogether, there are several proven approaches:
- Design for a niche audience. Small, dedicated communities are often underserved. A game that perfectly serves 10,000 players can be more successful than a generic game that tries to appeal to 10 million.
- Innovate on a classic. Take an old genre that has been neglected and add a modern twist. Examples: Into the Breach modernized turn-based tactics; Vampire Survivors revived the auto-battler in a minimalist form.
- Focus on emotional resonance. Games that tell a personal story or explore a unique theme can stand out without following any trend. Disco Elysium and Spiritfarer are examples.
- Build a tool or sandbox. Games like Minecraft and Roblox are not trend-chasing; they are platforms for player creativity. That is a different kind of risk, but it can lead to long-term success.
Frequently Asked Questions
Is it ever okay to follow a trend?
Yes, if you can add something meaningful. The key is to ask whether your game would still be fun if the trend disappeared tomorrow. If yes, you are using the trend as a hook, not a crutch. If no, you are building on sand.
How do I know if a trend is already over?
Look at the data: search interest, Steam charts, Twitch viewership, and app store rankings. If the trend has been flat or declining for six months, it is likely past its peak. Also, if you see a flood of clones, the trend is already saturated.
What should I do if my game is already in development and the trend it was based on is fading?
You have two options: pivot or commit. Pivoting is risky and costly, but sometimes necessary. Committing means doubling down on your unique vision and hoping that the trend’s decline does not take your game down. A third option is to reposition your game as a “retro� or “classic� take on the genre, which can work if the gameplay is solid.
Can small indie studios afford to ignore trends?
Yes, and they often should. Small studios have lower overhead and can take creative risks that large studios cannot. The key is to keep your budget small enough that you do not need to sell millions of copies to break even. The calculator above can help you see how long your budget will last.
Does the platform matter for trend-chasing?
Yes. Steam rewards games that have a unique hook, while mobile stores often reward games that look like current top-grossing titles. If you are on mobile, you may need to follow trends more closely to get visibility. On PC/console, originality is more valued.
How can I convince a publisher that my non-trendy game is worth funding?
Show that you have a clear target audience, a strong prototype, and a realistic budget. Publishers are risk-averse, so you need to reduce their perceived risk. A small, focused pitch with a playable demo is more convincing than a grand vision with no proof.
Related
Formula used
in t | Development time | months | 24 | 1 in c | Team size | people | 10 | 1 in b | Budget | USD | 500000 | 0 out cost_per_month | Monthly burn rate | USD/month | b / t | 0 out cost_per_dev | Cost per team member | USD/person | b / c | 0 out time_per_dev | Person-months | person-months | t * c | 0
Each line is one input (in, sel, list) or one result (out: label, unit, formula, decimals). How the calculators work
Method: the standard formula for this calculation, rounded as each result states. See how the calculators work or report an error.