Did I just waste 3 years?(infinitroid.com) |
Did I just waste 3 years?(infinitroid.com) |
If this game had an appealing art style, it might stand a chance in the already saturated market of Metroidvanias.
https://www.youtube.com/watch?v=L_a8_zxYLik
They've since sold about 20M copies at $20 (now $30) apiece. I started playing in 2017 with Factorio 0.14, when the graphics were better but still decidedly retro and they'd sold maybe 4M copies.
The difference is that Factorio has a unique gameplay concept that is both extremely addictive and not really found in any other games. People will overlook shitty graphics if the game has a compelling concept that they can't get elsewhere.
Yes, that was in 2012, well before the indie explosion. If you saw this game today, you would assume it is one of the hundreds of crappy 2D Minecraft clones.
(Not a rhetorical question. I'm not a graphic artist. I'm curious if I am missing something that a professional would spot.)
If it's not immediately obvious to you, then I can't explain it either, or at least I can't be bothered to try. Some people don't see it. It has nothing to do with being a graphic artist. It's not about technicals, it's not something that comes off a checklist.
https://www.youtube.com/watch?v=ulIqPXiM0X0#t=1200
It's better, but it's not that better, and probably something that still looks like a "crappy 2D Minecraft clone".
There needs to be a market for what you're writing, you need to find and reach out to this market, and you need to entice them by providing more value than the spare $X they have in their pocket (plus, you need to communicate this so that they realize this).
You also need to realize that small differences in quality can lead to huge differences in interest, ESPECIALLY given how "copycat" your game seems appears from the homepage. If your game is only 1% worse than the other game I'm interested in, I'll probably give the other game 100% of my free gaming time (others may not be so extreme, but you get the idea).
Marketing/sales folks exist for a reason. You just figured out why.
So you've done good work and gotten not the return you expected... it might take one more game or 10 more games. Or this game might lead you to meeting people that can help you be more successful in the future.
It's ok to "give up" and move on too. You can stay the course and probably eventually become successful, but if you have other interesting things to do and less interest in continuing gamedev, then go try something new.
I understand that it is very hard to make games and 100 times harder to make good games. There must be a sane method for decent compensation waiting to be thought out I hope
You got half decent at a whole bunch of skills, which you can reapply. I'd say it was equal to going to a school for this, but not an exceptional school. It's a start, and it's a toolset.
Me and my brother make games. I do a brainstormy intuitive thing, and he builds stuff brick by brick. He has a tendency to decide things like 'I will build an Asteroids', build the skeleton of such a thing (with all the effort going into code elegance) and not have anywhere to go from there. I have a tendency to have wild exciting-sounding ideas, implement about a quarter of them, and end up with something that's certainly not like anything else, but isn't necessarily FUN or even a game.
I think I have a slightly higher chance of breaking through into the realm of 'making an actual game', but it hasn't really happened yet and may never happen. Even if it did, there wouldn't be money in it. I'm just not that good a designer, though I AM a sort of nascent designer. Plus, I'm too devoted to open source these days and that would likely be a handicap to market adoption; if nobody else can get rich off it either then it ain't gonna be a hit.
To make a hit thing you have to be able to see how exploitative third parties can get rich off you, and then let them do it and hope you get a cut (or some publicity).
I think the future isn't creative (insofar as popular hit products). It's basically focus-grouped artificial blandness and knock-offs consuming the market, and will not go back (occasional fluke successes will doubtless happen)
The future is learning how to manage these creative exploits as communication, perhaps to a very small audience for whom they're specially crafted. You'll be a craft beer or a hand made cheese. You have nothing to do with the market as we know it, it's all about what manner of distribution you can function under at the scale you will forever remain.
So who did you get to know in that three years? Did you form a community, perhaps of other game makers?
I don't say this to minimize the pain of indie devs that find themselves suddenly deluged with competition... but that's where things are headed, yeah?
But I guess it will be fair to compare also with Movies. As some games have budgets on that scale.
That is around 730 movies per year for USA and Canada. https://www.statista.com/statistics/187122/movie-releases-in...
> I don't say this to minimize the pain of indie devs that find themselves suddenly deluged with competition... but that's where things are headed, yeah?
Yes. In the 90s there were not so many people with the skills and equipment to create games. Nowadays is a global market where everyone can give it a try. From cheap computers to Unity3D it is easier and cheaper than ever to create games.
Is that apples to apples? A 'movie' release could be anything from a quick short on YouTube to a $x00 million blockbuster, and everything in between. The same goes for games.
I would never ever consider actually becoming involved in the space as a programmer, not in a million years. I advise any potential programmers to stay way the hell away from it too.
There are plenty of types of games I'd still love to see made or have ideas for, but they require 3D, money, great art teams. Indie games generally cannot pull this, so they tend to be limited to rather rigid subgenres, and there are only so many variations of Metroid you can make before people mostly find what they're looking for.
I personally dont think of it like a business at all. I think of it as a vocation. By choosing to make games, I consider myself to have chosen the life of an artist.. My goal right now is to make great games that I want to make, thats it.
I'm living off the savings from my last real job, and being extremely frugal. I moved out to the country, where everything is cheaper (rent massively so). If / when I run out of money I'll do some contracts, worst case scenario is get a fulltime job as an employee again.. But I am extremely happy with my life right now.
If you're making one in 2018, it should either be a hobby project, or you should be prepared for very few sales.
Soo i got lots of text and links but no pictures of game or video whatsoever. All the information i have is what i pieced around in comments, seems like rogue-like metrovania.. this dosent really sell me the game. Sure there is play now but that also lead to page full of text.
Bad marketing
The derivative of an exponential is again an exponential :p
Shameless plug: https://www.dinorush.com
I don't think it was a waste, but maybe the author should be looking for alternative ways to parlay the game into a paycheck instead of ... ... whatever this is.
Most are "rogue-lite" which is a hot genre right now but all have something that make them stand out.
Rogue like games have the potential to become indie hits because they are very good for twitch/youtube audiences, because in general, up until the moment the player loses, they are winning.
This is great for streamers, no long-drawn out sequences where they know they've probably lost, no ability for audiences to get bored watching the player struggle in a losing fight. Instead the player gets to live out their power fantasy up until the moment that fantasy is betrayed and they lose.
And then it's a quick or instant reset and they're back to the pit / whale / plane and off they go again.
But a rogue-lite platformer? Ok that can work, Risk of Rain did an OK job with really poor graphics. But the gameplay was top-notch to compensate, and that was released before the big indie-deluge, that might not do so well if it were released today and had to go up against competetion from the likes of gungeon or dungreed.
With regards to this game, the graphics are too low to look good but haven't masked that by making the choice of going pixel-art, instead it just looks like it's from a PC gamer cover CD circa 1999.
Compare that to Slay the Spire, which has very basic art but has an engine that is well made, so it's limited art is still delivered very nicely. In the case of slay the spire they compensate with a good soundtrack which doesn't get irritating even on repeat playthroughs and some really solid gameplay.
Those are the smash-hits and a hits-based industry follows a power-law, so there's a vast quantity of mediocre games below there. What hope does a game which appears to mostly replicate previous gameplay with weak graphics stand?
That's not to say it was a waste of time, only the author can judge that.
\* Far too many to list, but I'm thinking along the lines of Slay the Spire, Enter the Gungeon, They are Billions. Even Playerunknown's battlegrounds or fortnite in some way fits the 'rogue-lite' formula of facing ever more difficult challenges up until a sudden and final death and complete reset.
Basic is not what I would call this.
But I think we shouldn't confuse graphics fidelity with quality. You can have an ugly pixel art game or a pretty pixel art game.
One area you might reuse your talents and efforts, is gambling industry. It is another toxic environment, I take antidepressants since 2003 since I worked once with a client of this industry, but the payout is at least certain.
This paragraph reads like the guy thinks all of this means he deserves success. I can't say I feel bad for this guy.
Good luck and don't be too disheartened, you've already put in the large amount of work needed, now just spend some time trying to market in order to get some return.
It isn't surprising the internet has been called a gold rush.
That's really how I view things. I just play nice games, find flaws and things to be perfected, and gather up all those things in a game that could be enjoyed.
You will lose money. That's it. There's no magic message here.
Source: an indie dev. I keep my passion for my project because it's something I truly want to do.
This isn't a problem unique to indie games. Every creative field has an overabundance of hopefuls, all chasing a tiny chance of turning it into a success. The problem, as Daniel Clowes observed back in 1991[1] is that everyone thinks that they'll be one of the lucky ones.
[1] https://artinfiction.files.wordpress.com/2013/09/asc-3.jpg
The people I've known (actors and writers, mostly) who deal with this most healthily get a lot from their craft other than either outward success or personal fulfillment. There's also a community around their craft that gives them companionship, love, visibility to day jobs etc. Does that exist in the same way or indy devs? It seems like the solitary aspects of coding would work against.
You can gradually improve overall visibility of a regular software by working on SEO and sales. But if a game wasn't picked by the press or at least some YouTube celebrity – it's over.
This is even worse for mobile games where a few store curators decide your fate.
People who are super passionate about making indie games I'm going to do it regardless, so this is good advice.
You might not be the next star musician, but even big artists need session players, there's teaching, arranging, etc
Artists and writers can find some work in commercial endeavours.
It might not be a big market but it exists.
And the fact is many people find making a game so intensely enjoyable that the net cost of making it is zero and they do it even when they're making no money or stand to lose money in expectation. Of course, there's huge variance in both directions, for every ten thousand indie game devs there's one Notch! And in reality I'm guessing being an indie game dev is at least slightly profitable in expectation. But the joy of doing it seems to drive their wages down to basically subsistence level.
1. why would I pay 7 bucks for this, when something like PUBG is ostensibly free? There is no easy "trial" download (Do I even down load this?) Does it work on my phone (a lot of the low end game market went there.
2. Selling things is hard when your up against free. I dont like the freemium model but free stuff with ad's makes money - give it away and monetize on the back end.
3. Every one pays for customers. Marketing matters and especially in a competitive market. Your going to need to spend money to make money in todays age.
Not sure if applying this strategy to a game that has sold only 4 copies in 3 years would really help the situation.
https://www.reddit.com/r/gamedev/comments/9k8wsi/my_games_di...
Jason Rohrer's advice there was essentially:
- Games have to either make an instant emotive connection via their art style or gameplay concept (and be priced well enough for an impulse purchase), or prove that they are deep and long-lasting enough that they'll be worth the investment in time and money.
- Single-player games that don't do the above are especially hard sells, because hit gameplay trends are veering toward multiplayer games: “If your game's initial impression gives people pause, it's already over.”
The Infinitroid developer might learn something from that advice — I checked the trailer at https://infinitroid.com/, and the game looks fun, but I don't feel that instant connection to the art style or gameplay concept in the same way I did with Minit or Monument Valley (both instant impulse purchases), and I don't get the impression that it offers weeks of gameplay like The Witness or Stephen's Sausage Roll do (purchased both later after consideration and persistent appearances in media and social feeds).
It feels like most “my game's a commercial failure” posts I read could have been saved by spending more time on the initial concept and art style, and on testing the market before the three-to-ten year investment in building the full game was made.
Reducing the time to market also seems like a sane strategy. It may have taken five years to build Stardew Valley and 10 years to make Owlboy, but that does not mean every successful game involves holing yourself up for half a decade or more.
Developers also seem to underestimate just how much marketing a successful game needs even when the concept is great. Look at what the Boyfriend Dungeon team did to get traction for their game (5 years of marketing, 10 releases of other mini games on itch.io to build a following, website built 11 months before release, appearance on panels and in game press, months of Kickstarter planning), and check that you're prepared to do the same with your game if commercial success is important to you (it is fine for it not to be):
https://medium.com/@kitfoxgames/years-in-the-making-how-kitf...
Rohrer also mentions that he made 13 games before he had a hit (also happened to be his first multiplayer game), so perseverance and learning from failures seems like a big factor too.
rogue-lite: check. metroidvania(gotta get that retro street cred) : check. Bland uninspired assets: check. post mortem blog post posted to some link aggregator about how you released the same thing that every other copypasta developer on greenlight has crapped out for the past 3 years and it isn't selling well?: check.
yep. 3 years, down the crapper.
The graph of steam sales, as you mentioned, is poisoned with shovel-ware. But it’s also inflated by another kind of game that nobody wants: games that are just remakes of the same old tropes and mechanics — nobody is interested in playing them even though they are implemented with care. It’s a problem that is huge in the programming world: lack of high level thought and consideration. The super meat boy guy who you linked to should have asked himself if anyone really is excited about platformers before sinking all that time into it. There is no indie game problem. It’s a bad ideas problem.
Look at the witness. It did good. It’s because it’s a good game with freshness and insight. Messages are passed from developer to player through every aspect of the game. It is something to sit down and consider for hours. Something to be inspired by. There has to be actual value in the game. This torrent of let’s players and people who use video games and v.g. Culture as some kind of crutch or something to give them identity — endlessly grinding away at meaningless and stupid achievements and 100% completions — all of that is nonsense and it is your own fault for diving into it.
The games that we love from the past exist. And spiritual remakes of those games exist. It's not enough for a game to succeed based largely on nostalgia. I don't mean to discredit the creator's hard work. This is what I understand from a glance at seeing the preview video.
OP is right that there are a million games out there. But I still have a hard time finding games I want to play due to the sheer lack of fun-focused concepts out there.
You can have backers, but even then you probably want hundreds of them before embarking on a three year development journey.
but even if the answer is "for this kind of product it's impossible to get a user before writing code" it's not necessarily a bad heuristic -- maybe the conclusion could be "don't build this kind of product, pick something else"
I don't exactly know how you do this because I haven't done it before, but my naive feeling is that it's a huge risk to sit down for 3-4 years and just write code. You have to find a way to engage your potential future audience while you are developing the game. Many of the most successful indy games have the same development ethos of open source software: release early and release often.
Second, I think it's important to ask for money very early on in the process, if that's your ultimate goal. I think the article is good to point out the economics. Users have played 1000 hours (roughly 1 hour per user) and the dev has made less than $30. That's 3 cents per hour. There are plenty of games that cost $4-$5 that have no demo at all. Even at 1/10th of the engagement, you're still talking about $400-$500 rather than $30.
Finally, as others have said, I think the idea that you are going to strike it rich with your first game out of the gate is naive. Indy game development is about the long tail. Don't throw 2K hours into a game. Throw 200 hours 10 times and try to build up a revenue stream. At the very least, it allows you to pivot a lot earlier if you find that your are getting absolutely no engagement.
But at the end of it (and I haven't played the author's game, so I'm making no judgement here), a game has to be fun. You don't need a finished game to demonstrate the fun. That first proof of concept needs to be distilled down to pure fun. Once you've got that sorted, you can start working on the rest. I think it's temping to build a whole infrastructure of code (or write a game engine ;-) ) and then once you are hundreds or thousands of hours in discover, "Wait a minute... this game is actually kind of boring". Only now you have a legacy code base and it's really slow to start trying to morph it into something that is fun.
I was just looking at Kenta Cho's blog the other day and earlier this year he was doing a 256 byte JS Browser game challenge [1]. What interested me about his blog post is that he concentrated entirely on game mechanics. He tried a couple of game mechanics and then tried to mix and match them to find interesting variations. I think this is the kind of thing you need to do very early on in game development. Then once you have a core game mechanic that is really fun, you can start building a game around it.
[1] - http://aba.hatenablog.com/entry/2018/03/07/174528 (Sorry, Japanese only -- but has some interesting gifs)
It's looks like way too much time was spent on an engine when off the shelf would have done better.
Why? With perfectly awesome and free technologies like Unity, you’re setting yourself up for failure by spending hundred hours putting together something that has already been created for you.
It would allow you to focus on making the best game possible, instead of wasting countless hours re-inventing the wheel.
IMHO, that’s the first, and largest, mistake this project made.
Furthermore I agree with others that it simply feels ‘uninspired.’ Maybe less hours spent on the engine and more spent on the content would’ve made the game more notable.
The loading times even on SSD are atrocious.
But why did he do that to start? Seems like focusing time on the content instead of the engine would’ve made him feel like he ‘wasted’ less time.
And yes, they haven't been doing their job right, they had too much power, they played it too safe and mistreated the developers.
But instead of supporting game developers who wanted to unionise, instead of supporting social projects (like basic income!) that would reduce the risk an independent takes, we asked people to go indie, and just shoulder that entire risk themselves. Good job, everyone!
The creativity from everyone is great on the building side, but on the marketing and traction side, there can always be bad luck, like this example.
I think a lot of consumers are just fatigued from too many options - think about how much of instagram and facebook is ads vs what it used to be, even back in like 2010.
You are only asking to have people point out possibilities that you didn't.
But in your heart of hearts, you know you did.
That doesn't mean you didn't have fun. I suspect you need to revisit what 'waste' really is for you though.
You need _way_ more visitors to have any clue if your efforts are resonating with your potential market or not.
The nearest "success" example I can think of is Jets-and-Guns [1]. The guys that made the game partnered with an indie 8-bit rock band that wrote the soundtrack specifically for the game. The story is full of parodies on common cliches and silly jokes that made me replay the game several times.
There's a bunch of other successful indie games in other markets and unless it offers a radically new addictive gameplay (say Minecraft), it has to be about the story. Stardew valley, Papers Please, you name it. Unfortunately, this title simply lacks both of them and is hence doomed to fail.
P.S. It shouldn't take 3 years to find out the lack of product/market fit. There's a funny saying that if you are not ashamed of the v1.0 of your product, you have released it too late. This 100% applies here. Release it with just 1 level based on a commodity game engine, gather feedback, decide onward based on it. Anything more than a couple of months is just wrong if you are doing it for the first time as a 1-person project, IMHO.
Furthermore, a simple Google of the game reveals very, very few results. As others have stated, nothing markets itself.
Coding heads down without any marketing or validation (like selling early release steam copies) and hoping it'll see viral growth is a mistake, for both startups and indie games.
Also doesn't have any screen shots, info about the game, etc
It's actually hostile to someone coming across the page trying to check out the game
Edit it's possible the note about "You can skip the payment section below" was literally just added
I wrote a video course on Amazon Machine Learning [0]. I spent about 80 hours researching, writing the outline, putting together the material, recording and re-recording the 105 minute course. I think I've made about $200 from it, directly.
But, I've done several talks on it (which were non paying, but sharpened my presentation skills), wrote half a book on it, and got one consulting opportunity around it. I also got a bit of schwag from AWS because someone noticed my forum contributions, which was cool.
If everything you do is a hit, you aren't taking enough risks. However, I will say that 2600 hours without market validation is far more commitment than I would make.
Personally I played about two rooms and then got bored. It sure is a tribute to Metroid. With weird, floaty jumping (did Metroid have that? I never played that one very much.). And tiny, dark graphics. Plus I was playing it on the keyboard and not fullscreened which never helps.
When I started to find myself with half a dozen of such games, I remembered the year we spent saving money with my brothers to buy a hard copy of Caesar 3. I was just a child. It costed us what would now be 15€. Considering the inflation since then, games were quite expensive.
So, I've decided to stop buying games in those promotions and having games in my library that I will never play. I prefer paying the full price for a game I really want to play, like before. I think it's more honest to the developers. Whether that will mean more money to them in average I don't know. Does someone know if the developers/editors really benefit from the sales on HumbleBundle and the like (the prices really look pretty low)?
It's like asking if the world needs another pop song or pizza joint. There's always room for the next great game and another good place to get a pie.
If you're trying to sell games, your site focuses on all the wrong things.
1) I need a reason to want to play. Some games present themselves as a challenge to overcome (e.g. Volgarr the Viking, Dustforce), while others have some kind of interesting narrative or world to explore (e.g. Metroid/Binding of Isaac.) Some games promise comedy (e.g. Enter the Gungeon.) I can't tell what your hook is. Weapon customization and survival are fine game mechanics, but they're not a reason for me to want to play all by themselves.
2) Artistic theme. Games that age well have a cohesive look-and-feel. My initial impression of your game's theme is "asset store default." Maybe you didn't use an asset store, but that certainly is my first impression
3) When I hear "procedurally generated exploration" I have a negative reaction. It is incredibly difficult to do well, and when done any way other than well, it becomes boring and repetitive almost immediately. On your site, I am given no reason to believe it was done well.
These three things, taken together, mean that I probably wouldn't play your game even if it were offered to me for free with no strings attached.
Metroidvania and roguelike are two of the most crowded markets. And they're full of very good games that can be had for a few bucks. Competing here means you need something that really stands out. This, by contrast, seems very genetic and lacks the production values that can help mask an otherwise generic product. For instance this [1] is a metroidvania roguelike that can be had for about $4 on a sale (and is a great game as an aside). That's what you're competing against.
I think it makes more sense to aim for niche. And there's also the nice outlier that occasionally proves that niche wasn't really niche at all.
Second one was that quote about lack of interest from games media. They do work as gate keepers, and most of them are heavily advertising driven, so the problem here is the same as above, indies suffer because they don't have marketing budgets. When the industry grows so large that it has to start attracting casuals, that always means spending marketing dollars, and indie industry has grown and saturated the core gamer group through, and casual interest just isn't there without marketing.
Here is an interesting article about it: http://cheesetalks.net/proton-linux-gaming-history.php
Great job on the game, the videos look very smooth and I will be sure to give it a play!
The vast majority of them eventually burn out and leave the field or take on a day job to supplant their income. A small number sell their apps to a larger publisher or get hired by a larger company. And very very very few break through that barrier to generate self-sufficient income, much less growing profits.
They have many of the same business challenges of indie game developers too, it seems. Too many alternatives/competitors, distribution challenges, marketing challenges, lack of differentiation, etc.
I suppose the same could be said for indie developers in many other verticals too.
https://www.polygon.com/2018/9/28/17911372/there-are-too-man...
Well, that seems to be how many multiplayer games are released nowadays anyway. Look at ARMS or Mario Tennis Aces on the Nintendo Switch, or Pokemon GO, or Sea of Thieves* on Xbox. Released in very basic states, then slowly expanded upon via regular updates. You could even possibly say Minecraft went the same way.
That said, this sort of 'Minimum Viable Game' idea may not work as well here as it does for business products or web services. People are practically spoilt for choice when it comes to what games to buy, and a game that leaves an initial 'meh' impression (due to a lack of content/replay value) can often die out before the updates ever come. And the critics will certainly not be kind to it either...
* Admittedly, that one took four years to develop, which may not have been the best setup given the lack of content.
Other ways this is sometimes done are:
1. By releasing demos on a regular basis to test the waters 2. Splitting the game up into episodes and selling them one at a time. Valve did this with Half Life, but it was arguably TellTale Games who ran with it. 3. Or by running a beta test for the game and gauging reactions from that.
Of course, all the above assumes you can build at least a somewhat sizable portion of the game in a reasonable timeframe. If you want to know whether a completely untested idea will be viable... well good luck with that in this industry. You'll always need at least a core gameplay loop setup to know whether the idea is fun, and you'll need much more if you want to know whether anyone will buy it.
For example, let's say you want to make a retro platformer. The assumption is that many people would be interested in a new retro platformer. That's easy to check: browse through Steam's new releases, find the 10 newest retro platformers, and see how much interest they get. Heck, even imagining that exercise could be enough to make you change course.
I don't think you can gauge success by looking at existing titles. It's like asking if there's a market for scifi novels. What do you find? People like scifi novels, and there are lots of scifi novels that suck and nobody reads them. Do people like metal music? There's tons of successful metal bands, and there's an ocean of trash.
Every work is unique.
Stardew Valley primarily gathered early adopters through regular blog updates about dev progress.
- Finish the first 20% and presell the unstarted 80% as a Season Pass
- Launch a basic version with DLC
Of course I agree that if they can do it because it's something they really want to create, and not worry about whether it makes money, then they'll be much better mentally (and financially!) prepared.
I think such advice misunderstands the psychology of why people gamble on very long odds. The primary drive is emotional, not rational. The rational brain only has to be convinced that a theoretical possibility exists. After that, it's a matter of emotional appeal, and culture is very good at presenting seductive narratives based on rare occurrences.
Not 100% successfully, but of course it helps. Why don't you go around and ask some people why they don't play the lottery?
I think such advice misunderstands the psychology of why people gamble on very long odds.
It's why I don't gamble. It's why lots of people don't gamble. People aren't completely rational, but they're not completely irrational either.
Helping people put understand the true odds of what they're engaged in is a good thing.
What do you have against people knowing the facts?
The equivalent of lottery with video games would be spamming app markets with shitty games made in a week-end, hoping it catches up somehow. One day someone will make another Flappy Bird, but it will probably not be you.
Likewise, if you are going to put your heart into something like this... do it because you want to...
if you win? great. but it'll be the exception to the rule.
This probably depends on your ratio of story/art to engine/game mechanics[0] your game would have.
It seems games that do not require continuous player progress (ruling out RPGs entirely) can be a good fit.
e.g. Episodic story-telling games and then something like Hitman, so action games can be done that way too.
But you could easily release TBS games this way too, many "mission"-based games would lend themselves to this format.
[0] In a broad sense.
These outliers don't refute the rule that different markets have different odds of success.
I guess if you go deeper you can get a qualitative idea by judging how good a game is before including it as a data point
> In our 1995 book, The Winner-Take-All Society, Philip Cook and I [=Herbert Frank] argued that top salaries have been growing sharply in virtually every labor market because of two factors – technological forces that greatly amplify small increments in performance and increased competition for the services of top performers.
That might combine with the "saliency" cognitive bias - it's easier to think of successful actors, writers, game authors, than of unsuccessful ones.
http://www.slate.com/articles/business/moneybox/2011/12/how_...
how so? how does the industry profit from people mis-assessing their own chances?
Then, when they are done, you get to skim big chunks of their revenue with app store, payment processing, etc. Don't forget to sell additional advertisements, to other game devs, on top of the places where you list their games!
All of the profit streams above scale with the number of devs and the total size of their market - not with the success of the average/median dev.
I’ve been a hobbyist and am increasingly exposed to professionals, people trying to make it and I feel sorry for them. Way more skilled at music than I will ever be at programming, yet struggling to keep a roof over their heads.
It's the same thing with other professions where people provide their own sense of mission and self-fulfillment: teachers, home health aides, VFX artists in hollywood... These are important, in-demand professions, yet they get paid poorly because their drive and passion is counted against their compensation.
The Macroeconomics of Superstars[1]
>Abstract
>Recent technological changes have transformed an increasing number of sectors of the economy into so-called superstars sectors, in which a small number of entrepreneurs or professionals distribute their output widely to the rest of the economy. Examples include the high-tech sector, sports, the music industry, management, fnance, etc. As a result, these superstars reap enormous rewards, whereas the rest of the workforce lags behind. We describe superstars as arising from digital innovations, whicih replace a fraction of the tasks in production with information technology that requires a fxed cost but can be reproduced at zero marginal cost. This generates a form of increasing returns to scale. To the extent that the digital innovations are excludable, it also provides the innovator with market power. Our paper studies the implications of superstar technologies for factor shares, for inequality and for the effciency properties of the superstar economy.
[1] The Macroeconomics of Superstars, Anton Korinek Johns Hopkins and NBER, Ding Xuan Ng Johns Hopkins, November 2017 https://www.imf.org/~/media/Files/Conferences/2017-stats-for...
[2] The Economics of Superstars The American Economic Review , Vol. 71, No. 5. (Dec., 1981), pp. 845-858. http://www.uvm.edu/pdodds/files/papers/others/1981/rosen1981...
I don’t think it’s the equivalent to writing the great American novel though, because programming is just a minor part of game creating and arguably one of the least important. Design I’d the most important.
The author of this article rants about the swarm of unity games, but some of those unity games are better than what the author made exactly because they took design seriously.
Automating (super dull financial industry department) is the industry of superstars
My most successful game was an app for iOS which made me a grand total of around $30. The difference is I only spent around 80 hours working on it (40 or so for the game, 20 or so on the level editor, and 20 or so making levels). I had no money for marketing, had done no research beforehand, so I pretty much knew it was going to fail but did it as a fun side project to learn some new stuff and for my CV.
Compare that to the various website side projects I've worked on over the years which have made me hundreds of thousands of dollars (over 10 years). Game dev sounds fun, but if you're looking to make money, I would definitely stay away from it.
You'd try to be very long-lived, steadily selling for years, say just a few copies a week. All traffic would come from people who have some incredibly niche interest they are searching for, say baptism planners discovering your "baptism planner simulator 2000".
If you continued to make games like these say one per month or two, it might be possible to gradually build up a liveable income from them.
Was this orders from clients or did you create some SaaS?
The growth of superstars makes me optimistic enough to look at ETF funds like GAMR. The industry overall seems undervalued.
1,016 visits, many of them random and untargeted, is simply not enough to make a statistically significant decision about the viability of this game. Conversion rates for any product tend to vary wildly within specific demographics. Some games perform abysmally with wide audiences, but may have very high conversion rates with specific, well defined groups.
To be sure, there are games that don’t need to look for their niche audience. They become viral sensations because they appeal to mass audiences. They get enormous amounts of “earned media” - viral clicks from people talking about and uploading video of themselves playing - and those are the games we hear about and consider to be “Superstars”. But that in no way means that games that aggressively target some relatively small group of people that the game actually appeals to with paid advertising cannot be very financially successful. Maybe not billion dollar blockbusters, but I’d imagine this author would be happy with a six figure income from his work, which is entirely possible if he finds the right audience and applies the same work ethic he did to developing the game to marketing it.
He needs to figure out who likes the game, what makes them like it, and then use the plethora of online ad platforms and targeting options to find more people like them. His game is not a steaming pile of crap, so he will find a paying audience for it if he looks.
"Superstar industries" follow extreme power law distributions, where, due to the low barrier to entry, high ceilings, and limited consumer base (there are only so many hours people can spend on entertainment), the pie isn't growing and new entrants aren't going to be able to carve out much that hasn't already been claimed.
It's not a new thing, the name comes from the music industry which acts the same way. Anybody can record a song and print it on CDs, but the market is already saturated: you have to either really really really stand out like nobody has in decades (An event so rare I couldn't find any examples), or you have to get the support of one of the big players (game studios or music labels) to lend you their resources and audience.
In this case... "metroidvania" is a very oversaturated market, and a lot of games do it better.
Uber drivers will turn into the economics of superstars. Amazon warehouse workers will turn into the economics of superstars. You'll keep on getting individual ultra-high performers who dominate whatever area it is, and more ordinary performers will just plain fail.
You have to look at really successful indie games, such as Terraria, Factorio, Mini Metro, Stardew Valley, Darkest Dungeon, Papers Please.. and there are many more. If you look at these games do you really think there is an alternative reality where they would not sell many copies? I don't.
And if you have a good look at them you should realize that they all are extremely polished and coherent. None of them has realistic AAA graphics but they still look good. None of them is just a "copy" of an existing game. They either bring something totally new or bring something known but with a greater overall quality.
Then you have successful niche games such as Cogmind or the Zachtronics games. They still have the mentioned properties but also target only a subset of players where there are not many games. I think that makes them guaranteed sales.
Now what's wrong with all the stories about failed games? They all are generic. They don't offer something special. And this is what doesn't work in a saturated games market. And I'm not saying the authors didn't work enough. They just don't see what's wrong with their games and continue on their path to demise.
I guess what I'm saying is: to make a successful game you don't need to be the greatest coder or greatest artist. But you need to understand what makes a game great and enjoyable.
Maybe the days (years) will come where I finally will make a (bigger) game of my own and maybe I will totally fail like many have. Maybe I will revoke everything I said here but today this is my opinion. :)
Games these days are a lot about marketing and huge budgets. The indie ones that do well need to be targeted as well as refreshing.
Some hard thoughts just watching the video and reading a bit about the game:
1. I don't really like the graphics as much as I liked the original Metroid. This is probably just a personal preference.
2. It mostly screams low quality "Metroid clone" and not something cool I'd tell my friends about.
3. Procedurally generated levels doesn't sell me. I don't really care.
That said totally not a waste of time. It shows you have the wits to bring something to market and the ability to ship. You coded the whole damn thing which is insanely involved. This is no small feat. However the market is generally the hardest critic and it doesn't matter how many hours you spent or how many lines and bugs you solved.
I am the guy who shares this post on Hacker News. First and foremost, I wanna said that I am NOT the original author of the blog. Also, I am NOT advertising for the original author. As a software developer in Hong Kong, I am researching articles about game dev and find this interesting case. Therefore, I just wanna share on HN.
The discussion about this blog is really overwhelming. I hope that everybody can learn a lesson from this article. In my personal opinion, from a business perspective, I think to develop a hyper-casual game will have a higher probability of getting commercial success. However, from a more personal perspective, it is very difficult for a game developer to avoid the temptation of spending years to develop a hardcore game. I just wanna say: Game is the modern art form of the 21st century. So if we consider game developer as an artist, you will understand why he struggles about his artwork.
Anyway, I hope that everybody can earn something from this post. I read through all the comments and learn a lot. Thanks.
You need marketable differentiation.
Also make sure your game appeals to furries. That's where the real money is in indie game dev.
And it is very little to do with luck or numbers or the state of the industry.
Good indie games:
1. are almost never distinguished by programming (the days of Doom are gone and you are not John Carmack). Far too much time is spent coding. Use existing tools. Code only gameplay.
2. are much more about art. The trailer looks like programmer art: no coherent style, no direction, no class. If this is what you produce. You need a collaborator.
3. are even more about feel. Your character movement is janky. Jumping is floaty. Shooting feels flaccid. There is little sense of gravity, inertia or impact. If it isn't fun to move around a single screen, it's not fun.
4. need a hook. There is almost nothing original about this game. You've got about 10 seconds to hook me. (10 seconds into the trailer you cut to a mostly empty UI.) Find the wow. And zealously focus on it.
5. need to be polished. Ambient animation. Consistent sound effects. Screen shake. Lighting. Particles. UI. These are implemented. But none of them particularly well. And they don't tie together into a whole.
6. need to be marketed. Someone needs to be working on that.
7. needs to catch (or create) a zeitgeist. So many features of this game shout '2014' to me.
8. needs a bit of luck. But beware! The converse is very rarely true. If your game isn't successful, it is probably _not_ because you were unlucky. The game probably wasn't very good. Don't spend your time trying to find alternative explanations. Be brutal with yourself. In game terms, git gud.
So this is harsh I know. I'm sorry. But frank. I've been in the industry for more than 20 years. 99.9% of games fail horribly. But 99.9% of them are not very good. This has absolutely always been the case. It's just that the 'fail point' used to be the publisher pitch. Now you don't need a publisher, you get to fail in public.
So yes three years have been ...um... call it learning. I suggest you do more jams. Figure out what it takes to win. Find a game artist. Use tools. Build prototypes. And start to build a community.
The problem is that the "roguelike" "metrovania" "platformer" genre is oversaturated with so many indie games, so if you're going to grab some money with it it's better gotta be absolutely perfect. From my first impression I don't know if the mechanics are solid, but the art and sound seems too... generic? Maybe if the game had some unique style in it (and some marketing too) it shouldn't have bombed this much...
Some games are so unpolished or uninspired that they were never going to succeed, but always picking apart "why it failed" makes people think that "if I just do x and y and z, my game will succeed!" Which right now honestly just isn't true; there's too much luck and random chance involved (plus of course other concrete factors like marketing effort etc).
The next argument is usually "well, then why don't I see really good games that aren't successful?" A few years ago that was a sort of reasonable argument, but there are plenty of great and unsuccessful games on Steam now. They just don't show up anywhere.
release it
focus on marketing for a while
Treat it as a purely hobby project
Make it into an ethical game experiment
pour a lot more time in, improve graphics and music, add more levels and variety
As someone who's gone through this, put years into a software startup, nearly had it fail completely after spending a lot of my own money to keep the family afloat while I goofed around thinking I was building something great...I feel like there is only one right answer here, and it's just glaringly obvious. Marketing is the thing that needed doing before starting, during the project, and after it's done. Regardless of the trends on Steam, in fact even more so because of the trends on Steam. None of the other options will solve the problem. Releasing it won't help, and making an ethical experiment won't get anywhere without an audience. Pouring more time into graphics will result in greater loss without first gaining an audience.
If you can't convince somebody to market your game, how can you convince somebody to buy it from you directly?
it's difficult to market what you haven't finished imagining.
It's difficult to market in general, at any stage of doneness. Marketing can be hard, boring, frustrating, and not fun. It's especially tempting as a dev to think that if you just make the product better, people will see it, and recognize its amazingness, and it'll go viral and market itself. It's tempting to keep adding features and making the product better. But that strategy doesn't work, it's important to buckle down and do the marketing, otherwise nobody will ever know about your game or product, no matter how good, and no matter how done it is.
[1] https://twitter.com/gavanw/status/967249172804943872
Average number of units sold per game on steam by year (note many games have long tails)
2004 - 11.6m
2005 - 569k
2006 - 581k
2007 - 833k
2008 - 279k
2009 - 322k
2010 - 391k
2011 - 512k
2012 - 535k
2013 - 601k
2014 - 157k
2015 - 111k
2016 - 73k
2017 - 49kGames industry is like the music industry - if you do it for anything other than the love, you're likely to be disappointed. Your chances of 'making it' are astronomically small.
That what makes stardew valley so crazy, because the %99 outcome of someone who works like him is failure and wasting 3-4 years of your life.
At this point, I would do the 'test if there is demand method' before seriously making a game. You make a MVP of a game, as a hobby, promote it a bit and then commence with marketing it with a kickstarter or patreon. If it gains enough traction, then you commence working on it seriously, otherwise stop or keep it as a pure hobby. Once your done release the full version for free or a nominal price. Add time release tiers for early access and so on to incentivize subscribing and supporting.
This probably means for games you need to do a whole bunch of art first more than programming.
No traction? Then abandon the project.
I adopted a different strategy later on. I try to make things that I use myself. So if it turns out no one else uses it, at least my effort doesn't go to waste. My Android App is now sitting at 10+ downloads but I made peace with it fairly easily since I use the App myself twice a day.
https://play.google.com/store/apps/details?id=com.nerfsoftwa...
If he really wants a commercial success, my guess is that he would be well advised to make a concerted, well-advertised run at the in-browser gaming market, and try to find ways to monetize that (likely by scummy micro-transactions.) His chances still wouldn’t be good, but perhaps better. (Getting on the front page of HN is a pretty good tactic too, though. : ) )
[0] Well, I spent about ten seconds reading the site’s front page, but that’s probably more than most of his hits did.
Now (after about 10 000 hours of work), Photopea is used by one million of people every month, and I have a decent income just from ads, even without working on it.
But whether companies look for this type of employee, I am unsure that is true. The truth is, most companies look for employees without gaps in their resume. They are looking for signals such as having worked Google or Facebook. They care much less about your startup than most people think. If you don't hit those checkboxes, you are going to have a hard time looking for a job.
I mean, in terms of chances in the industry - I got in by completing a 4 year CS degree. If he gets in by spending 3 years building his own game then I'd say it was worth it.
All that and you still believed hard work directly equates to a big pay out. Welcome to the school of hard knocks. Try some different metrics for defining success.
It's not even possible you've entirely wasted 3 years. There's no way you learned nothing or have only created things that could just be used in this project. It's possible you could simply re-skin this thing and make it big the next day. But don't count on it.
Your website is god awful. Seriously.
The copy doesn't excite anyone to play the game
You make the user jump through hoops to play - if you already are writing it off, make it free to play in-browser without Steam (you want traction at all costs right?)
What did you learn?
Did you have friends or a community playing it as you worked on it? If you didn't, then you really need to look at the Lean Methodology
- call the game finished and walk away now you finished the dev work
- call the game a hobby to excuse the sales now you finished the dev work
- code some arbitrary addition to be ethical just to be coding something cause dev work is probably the only work that exists
- keep iterating cause you can always invent more dev work to do
- get a different project going for another type of dev work
All of these will successfully waste those 3 years and more if you don't focus on converting your nascent product into income.
But when you watch the demo the game itself "seems cool" but in a way that realizes immediately this is Super Mario Bros reinvented.
Also this blog post was from February 2018 and has sat on the Dev Blog "above the fold" for most of this year. It seems like the game has a dark cloud over it.
If something isn't a labor of love, you should end it. But then there's that quote "you cannot excel at something you do not love" ... which seems like the real thing here. It seems excellent in its own ways, just not entirely original or well marketed. So ask why are you doing it and measure by some other metric than sales and usage.
It's been almost a year since then. I kept updating the game, doing quality of life improvements and actively engaged with the people and reviewers playing it. I also kept people up to date with twitter and talked about the game every chance I had.
Hacker News initial exposure helped me sell about 200 copies and by March I passed my 700 copies goal. Enough to stay in business but, by then, I already moved cross-county and got a few consulting gigs happening.
Almost a year later I have over 4700 copies sold on steam with the total amount of copies sold being around 6000. The game was only recently added to a bundle that added ~1000 copies ("retail activations" are still happening). I'm at a point where I am so grateful for the luck I had after the initial HN exposure that now, one year later, I'm releasing the biggest update ever for the game and I finally got a professional artist to help me upgrade the graphics.
What I want the dev to know is that there's still a chance, but in my case, I already managed to secure enough money from my consulting gigs so updating the game and working on it was done on the side and I could afford to do some more marketing and sink time in it. If you are not financially dependent on the game, keep working on it and slowly build up your fanbase and outreach. Take note of people's feedback and if a common theme occurs maybe do something about it.
Hope you'll end up being happy with your project. If it reaches Steam I'll be your first buyer. On your site, I tried purchasing it via paypal and I cannot get pass the re-captcha. I'm trying to click on the "I'm not a robot" checkbox and nothing is happening. Might want to look into that.
> Abandoning the game completely doesn’t seem like a sane option, after all the time I put in.
Addictive games use the above cognitive bias to make you keep coming back, trying to level up by grinding boring quests. "You are not done yet, but the end is in sight!".
As a good game dev, in 3 years, you can: Learn TensorFlow. Publish an AI paper. Beat state of the art on a few datasets.
As for the references to „Superstar economics“: as if modern superstars in the music or film industry weren‘t 100% reliant on test audiences... It‘s why we don’t get much original, experimental stuff these days.
Everyone who tackles a project like this should keep this in mind. Its almost certainly not going to make you immediate money, but you'll learn a lot doing it, and that will repay itself down the line.
I've done this twice to myself and it was hard at the time to watch them fail but I now make $500k+/yr at one of the FAANGs and a lot of that salary I attribute to trying build these things, end to end, myself. I just have a much broader context on the industry, on technical stacks, and on software development than if I hadn't.
So, congrats. :)
Very much yes.
Most of their success is due to being fortunate enough to get a bunch of coverage. From screenshots, most aren't very spectacular. Stardew Valley takes the formula of an existing series (Harvest Moon). Papers Please is a truly unique game that was lucky enough to get youtuber coverage. Plenty of equally unique and just as fun games are ignored. I've never heard of Factorio, but looking it up, it's graphically very unappealing. Maybe my opinion would change if I watched a playthrough of it, but it doesn't stand out. Mini Metro might be fun. But so are many of the hundreds of other minimalistic puzzlers released monthly.
There are loads of games that just don't sell but become classics decades later. Earthbound sold horribly in America until the main character appeared in a more popular series (Super Smash Bros). Almost nobody played Killer 7. Panzer Dragoon Saga is considered one of the best RPGs of all time. Nobody bought it. Its popularity mostly grew after people discovered it through emulation.
The game in this article flopped because there are an abundance of games, it falls into an overcrowded genre, and it doesn't stand out, but most importantly, nobody important played it. If pewdiepie played this, it'd see 10000+ sales in a week and likely appear in a humble bundle.
To make a successful anything, it's 90% marketing, 5% quality, and 5% luck. If the right person finds your product and endorses it, quality doesn't matter. You'll get guaranteed sales. It's then that it takes quality to sustain those sales.
I think having a competitive advantage/value and having unique qualities are not the same thing. For example, before Stardew Valley, an entire genre of "calm, casual, farming oriented games" were mostly unknown to PC gamers. For years I have wondered when someone would notice an entire genre missing. At some point, someone noticed the same thing, and instead of building just another sandbox/crafting game they built a polished Harvest Moon alternative. It turns out, from a pool of millions of PC/XBone/whatever gamers, some people liked this genre of games.
By the way, I cannot stress the importance of polish: great artwork, fluid animations, good UI, proper bg music, smooth learning curve and of course, being generally exciting to play. Most of the games mentioned (maybe Factorio being the exception) have these qualities. Your average gamer has 15sec attention span at best for a new game. Most wouldn't even wait until the end of your launch trailer.
I've gave my full 30 seconds to watch the trailer of Infinitroid (OP's game) and I cannot see why I would choose it over, for example Dead Cells. They are not exactly the same game, but they are competing for the same resources. (entertainment budget and spare time) Just watch trailers of Infinitroid and Dead Cells side by side, the difference you will see cannot be written off as marketing success.
Just my 2cents as an avid gamer and potential customer.
Stardew Valley is based on existing formula but it is incredibly polished and even people not from this genre play(ed) it. It has something special, similar games don't.
However I think that quality trumps for indie games. There are always exceptions and some "shit" games are hyped because of some Twitch or Youtube coverage. And of course there are some (maybe many?) games that have a high quality and fail. You don't just need quality. But you need it. And you obviously can make a good game in a bad time.
As for the game in the article. I don't want to disparage the author because making a game of this scope is incredible!
However watching a video on his game's site instantly gave me two reasons why the game is not successful.
- The movement of the character looks very stiff and unnatural. - It is missing atmosphere. A lot of repeating textures. No details which makes the whole world uninspiring and uninteresting.
Now these things can be changed and improved still. But in the end the market for this specific type of game really is a hard one. And you compete with game's made by bigger teams and bigger budgets.
>To make a successful anything, it's 90% marketing, 5% quality, and 5% luck. If the right person finds your product and endorses it, quality doesn't matter. You'll get guaranteed sales. It's then that it takes quality to sustain those sales.
I strongly disagree.
Stardew valley did well because it is a fun game with good graphics. That's it, it's fun and addictive, graphics are good and it gets the gestalt right. Stardew Valley is just a truly truly fun game in which you say "just one more day" a bit too often. It's just that much fun. The game is FUN and addictive. Did I mention I had a lot of fun playing it? It has nothing to do with marketing it had everything to do with how I played the game and whether I had fun or not. The first time I picked it up I poured in more than 40 hours in a single week! And that's a lot!
I just read this article about the creator who spent 4 years making Stardew Valley and it is a really interesting read:
This seems very logical but indie games really do seem to defy this general rule. Pretty much every single popular indie game out there is really, really good in it's own specific way, and most of them had almost no marketing budget (when they first came out anyway).
Minecraft had no marketing. Terraria had no marketing. Stardew Valley had no marketing. These games spread through word of mouth and quality is the main criteria that causes people to talk about a game.
The graphics are bland and the early parts of the game feel like a pre-release / beta build, but the addictive gameplay and infinite end-game potential got it a lot of great coverage.
I don't think this is good fortune so much as a good pitch, a good product, and a lot of persistence.
I have bought many games after watching popular Youtubers play them.
Interesting. I think you're right about half of those. I can't see any way that SDV or Darkest Dungeon could have failed. SDV is a great all round game with tons of polish, and DD has 99th percentile art direction and atmosphere for an indie game.
Mini Metro and Papers Please could absolutely have been dead on arrival. Mini Metro is just an above average puzzle game (of which there are tons), and PP is a really cool and unique game, but there's tons of games with similar art styles and it's impossible to understand what's good about it from a trailer. It's really one of those "you have to play it" games (aka "sells 0 copies in 99 of 100 alternate universes" games...)
I agree that Mini Metro is the one of the listed games that I would be least certain about. I think however it is very polished (more than other "puzzle" games) and it strikes a nerve because the design is very familiar to people using metros or buses.
Papers Please is a very special case. It has a very unique idea and that's what makes it stand out. You are right that you need to play it. However if someone played it he will most certainly recommend it and that's the strength of this game.. the implicit "marketing" it conveys.
You obviously always need some marketing be it a only dev log or whatever to at least get the core group interested. For a game like PP that really should suffice to get the ball rolling.
I have to disagree with this (well, the second part of your assertion anyway; I absolutely agree it's a cool and unique game!). Just reading the premise of Papers Please was enough to hook me. I just knew I would like it, and wasn't disappointed when I actually bought it.
Also, all of Lucas Pope's games are visually distinctive, and Papers Please is no exception. I absolutely cannot think of any other game with a similar visual style which wasn't also made by Pope.
> I’m not a dumb guy—I got good SAT scores. I’m disciplined, I have a good work ethic
None of that matters to the end result. You might be someone that is not very bright and that never went to college, etc, and still make a very creative and fun game.
Saying that he's smart and whatever makes him sound entitled. Like if he deserved to sell well.
You hear it enough times and you might start to believe it too, that you're so smart you'll make all the right decisions and you can't fail. But then you become an adult and throw yourself into a passion or product and send it out there and realize the harsh truth that the market doesn't give a shit if you're smart or not, or even if what you made is "good", or even "great".
And it's impossible for you to know everything about everything, so somewhere along the line you will make a suboptimal choice, or choose the wrong time to release it, or release it on the wrong platform, or the people you hired to do X for you (development, marketing, distribution, qa, whatever) screwed up and leads to you getting terrible press (or no press coverage), or all sorts of crap that you have little control over or can't foresee.
I've personally worked for three game studios that made multiple games that flopped hard upon release. It gets depressing and frustrating when the creative products you spend months and months of your time working on didn't even make enough back to pay back your own salary for that time, let alone anyone else who worked on the project, and where you might as well never have spent that time in the first place.
The guys in the article only had a couple of failed games, and one monster success that continues to bring in millions of dollars in revenue. My only big success was a free flash game (before in-app purchases even existed) that I released 13 years ago....so yeah, no money there, at least not directly. I've worked on at least 8 failed games professionally, and many other failed or cancelled apps or enterprise software, since then.
For example, a year ago I wasted 6 months on a project at work that was supposed to sell to two major Fortune 100 clients and didn't, so it was killed without ever being used once. Even my biggest failed game projects I worked on at least had a few fans.
I've easily worked on more failures than even minor successes. It starts to drain on you. My confidence in my ability to make a successful anything in the future is pretty shaken.
Anyway, long story short, I was led to believe that my life would be easy and I'd find success after success by many people in my life, parents, teachers, fellow students, etc. And so far pretty much my entire adult life, with a couple of exceptions, has proven that what I was told was total bullshit and I'm just as capable of making bad decisions and getting unlucky as people half as book-smart as I am.
So maybe some of the people that do make those assumptions or have heard those same things as they grew up need to be told that it doesn't matter.
One thing about all of those is that they pass a smell test. I don't need to play it to be interested, if I just see an ad or see someone playing or hear someone talking about it then I'm interested. This game did not have that, all I've seen is a genre and some bad graphics. The gameplay itself could be great but it hasn't gotten past the smell test.
There exists large value added chain for specialized tools, arts and libraries.
Programming is fun for a lot of people. They love the process, enjoy the reading and learning, get a kick out of things like optimising code for a speed boost. IMHO that's awesome. So few people have any real interests, so if you have one, indulge it.
Just call it what it is - a hobby - and reframe your thinking. No other hobbies are indulged because we expect to make money directly out of them, e.g. no one playing soccer in a park expects to go pro, they just love playing. Why should hobby coding be different?
Reframing it as a hobby changes the equation from $0.01 an hour, to "OMG, someone, anyone, wanted to give me money to indulge my hobby!" Then what starts as a time and money sink becomes instead what you live for, and a positive in your life.
The only way to make money with games is to sell games.
And in the professional market, the quality bar is pretty high.
then I watched the youtube video demo in 2017.
A 2D gaming scroller that requires 62,126 lines of code written from scratch? There's tons of libraries out there, game engines you could adopt, etc.
I would argue you could be an awful programmer and use prebuilt tools but have great design aesthetics, vision, music composition, and storytelling, and deliver something far better
> You need a massive amount of top notch artwork, music, 3D modelling, shader effects, SFX, etc. to have a polished nice looking game.
Top notch in any field requires optimizing hidden, underlying dependencies to deliver the best output. Optimizing code is not sufficient but it is usually necessary, especially if others have already solved it, setting the standard of performance that players expect.
The way to avoid optimizing core library code is to use someone else's library and build on top of that. But you can only do that so much. This is just an insanely hard industry to get into.
One should spend the time building a game, polishing it, marketing it, presenting it at shows, etc. and not trying to build the most efficient engine, just because engine building is quite fun - as long as the goal is to make money from a game.
I think gameplay and marketing win here. Consider two gamesL one has great graphics but bad gameplay, the other has bad graphics but great gameplay. The great gameplay game is going to win that match up.
The problem here seems to be that supply is geometricly growing whereas demand is largely fixed. To compete and be noticed you need to make a serious investment in marketing or get extremely lucky.
Yes, in terms of player satisfaction, but no, not in terms of sales. Terrible movies with great explosions out-earn great movies with low budgets every single summer.
> you spent optimizing some C++ function that does something already solved a hundred times in a hundred different game engines. It's a natural tendency for all programmers.
> Making g a game in 2018 is far more of a creative endeavor than anything to do with programming really.
> You need a massive amount of top notch artwork, music, 3D modelling, shader effects, SFX, etc. to have a polished nice looking game.
> That takes either superhuman talent or a large team of specialized people beyond yourself.
I'm left wondering why the video-game industry doesn't have at least some sub-sector with an analogous pipeline, adapting (or in this case, "covering") low-budget indie titles that don't have asset-polish into AAA games, by giving them that asset polish.
Minecraft was an underrepresented genre, released early, with an (accidentally) excellent marketing technique. Above all, the code is an atrocious, unoptimized Java pile of crap (Yeah, I used to be into Minecraft dev in the early days).
It's the best proof you can give that "making a game [...] is far more of a creative endeavor than anything to do with programming".
I think the reason Minecraft was successful was first and foremost because of its concept. Looking at the author's game is seems pretty obviously like a Super Metroid clone (at least judging from a video, the level design looks like reskinned Super Metroid levels and many of the powers and enemies are extremely reminiscent of Metroid). I really like Metroidvanias but as far as I'm concerned it's really the art style that kills it, I'm really not fond of this pseudo-realistic tile work.
Then I'm not a programmer :) Less optimizing means less work! I like spending my free time in all kinds of ways.
I understand programmers often like working on their own projects, and sometimes we end up with complete packages like Stardew Valley, but maybe it's better to work in a team where everyone has their own strengths. I see so many games with fantastic code, going to waste because of really underwhelming story, art style or sound.
I would even say that this game manages to hit the 3 points in which I avoid on a Metroidvania:
1. Rogue-like. I really dislike rogue-like, no special reason, just a personal preference
2. Lack of a plot. I appreciate the feeling of exploring a world the feels alive, even if it's a very simple one. Going through levels for the sake of going through them, it's not much of a fun experience to me.
3. Huge resemblance to the original Metroid. If I wanted to play Metroid... I would be playing Metroid.
Also... no Linux version? Really? That excludes me entirely from this game.
You're criticizing an indie game developer who feels he just wasted 3 years of his life making a failure, for not spending the extra year or whatever it'd take for it to be cross-platform?
The only other thing I'd add for Luke is - do you enjoy playing this game? As in, have you sunk a whooole bunch of hours into playing it, simply because it's the only game available (that you made precisely because there's nothing else) that scratches this very particular itch?
I'd like to think that the foundations are in place to make it such, but from what I saw, I saw a lot of [highly capable] box ticking, but not a lot to make me want to take it on.
Metroid is an exploration-based game. The game rewards you for finding secrets and for knowing how to get places. It teases you to find a way to break sequence, and much of the replay-ability of that game is based on the possibility to do that and to bask in what you've already learned about the world. Procedural generation takes a big dump on any sense of familiarity, which is a big part of the reward for exploration.
In fact, the _only_ games I've played where procedural generation were good for the game are story-building games, such as Rogue-likes and Dwarf Fortress. They reward you for building a story, not for traversing obstacles. In every other game, they are just a weak thematic obscuration of the underlying mechanical goals. The Dryad's name in Terraria doesn't matter. Dig deep enough and you'll find diamonds in Minecraft. Kill a boss enough times in Borderlands, and you'll get a good gun. There's no story about achieving these goals. Procedural generation doesn't participate in making the goals more interesting to achieve, it's a forgettable and incidental fact about something almost wholly unrelated.
Game developers need to stop trying to lean on it as a substitute for content. A game is what people can expect from it each time they play it, and if all it is is a bundle of mechanics and throw-backs, then there's not going to be much appeal.
They have either:
A) Multiplayer
B) Procedural Generation
If you don’t want to do A, and you hope to make something people will play for a long time, then you have to do B.
Procedural generation has no value for getting players interested, it only matters for keeping players long term.
But it does matter a lot.
Also, the design scheme between different 'blocks' which make up the platforms in the game is not uniform, which makes the design feel much more disjointed.
In particular, this feels like a game that was created in a weekend or two in Gamemaker. The UI is quite simple, the mechanics (or at least the ones I saw in 10 minutes of poking around) are unoriginal, and the enemies all seem to be variants of "fly/walk towards me".
There's no feeling behind the gun, there's no real feedback when I get hit, I have no idea how much life I have left (yes it's in the UI, but it's not prominent at all).
If I had to guess where the 3 years of effort has gone into, I'd suggest it was the level randomiser. That's a big mistake, and one probably made by a programmer mindset rather than a game design one. The game isn't fun, so it doesn't matter how much replay-ability there is. Whereas if the game were fun but not replayable, I'd probably buy it on the promise of a randomiser coming.
I am a programmer, and I have this PSA for others: Your code is just a necessary evil, not something to be praised and cherished. No customer sees your code, no customer cares about the code.
There's definitely a unicorn quality to a developer who wants to work at the framework level. Unfortunately, there isn't really room for Yet Another Gaming Framework. That said, my personal experience is that it's hard to find people who are passionate about working at that level.
Me personally, if I ever did break into the Gaming Industry it would 100% be at the framework level. Transformation matricies, graphics pipelines, shaders, and all that low level stuff interests me way more and plays well to my strengths.
Making an "Indie Game" that stands out is well beyond my skill set. Grinding my life away for next to no money in a non-stop death march to hit a AAA studio exec's deadlines just seems a way to destroy my marriage and mental health.
See: Five Nights at Freddy's and Getting Over It. (You could argue that the hook of Getting Over It is the intentionally annoying controls, but I highly doubt that that much of the market is a bunch of masochists.)
If the game concept doesn't sell itself as an elevator pitch, then it doesn't matter how good the implementation is.
I once met an indie dev who was surprised that their Space Invaders mobile clone didn't sell on Windows Mobile, "despite its amazing particle effects."
1. Having a product idea
2. To get rich
3. Because it sounds like fun
This and other books on launching your own thing stress that you first have to find a market, then fill that market's needs. In the world of indie games I can't even imagine what that would be.
You can engineer a relatively high chance of success but it requires two things:
1) Actually picking an under served market. Meteriodvania style games are not one of these, there are a ton of game out there fulfilling that need.
2) Really really understanding the audience. You have to know what details of the previous games in the genre were actually important, and what were not which you can innovate in. Even the tiniest details can be super important.
Today, the market is so saturated that even if you have the funds and interest (as a player / fan of genre), there is no way you can discover or keep up with all new releases. Steam has no way of listing them in an easy to parse overview, publications have now way of keeping up, streamers only have so much time.
The solution is to market, market, market. Distribute keys to streamers, contact publications, optimize for off-days when they need something to write about.
Finally, your game needs to be either hyper-polished or have some sort of novel angle. No disrespect, but looking at the trailer of this particular game, it seems its about 70% of the way their. Everything looks okay, especially for a small team effort, but it needs more polish. The alternative is putting yourself into a niche and marking the hell out of everything, see e.g. the success of Cogmind, whose creator has been really good at Tweeting, posting on reddit, on HN, and so on...
So I hear its a cool rogue-like but unlike the fifty indie rogue-likes I have languishing unplayed in my steam account already, I can play this one in the browser, whoa cool, technically impressive and maybe fun too.
So I go to the web page expecting a slither.io like experience where I'll be playing in 10 seconds.
And there's too many choices. First its a wall of text I can already be playing slither.io before I figure out what to do here in a RPG-adventure-IRL sense. Second there's confusion I should click on "Update Try it now on the play page" or the button "Join early access to play the game" or the tab labeled "Play Game" or down in the text its got a hyperlink to "play online" in the "play online, in-browser" section. Or they're different or the same or cognitive load thats un necessary. Is one link free and one link paid, or they all go to the same place but I better check them all first?
Then the choice confusion continues. I click on one of many widgets to get to the same place, "join early access". No I don't want to join I want to play. And more decision problems crop up, I can pay $7.50 for the free steam key (huh?) or there's a note from Luke that I can skip the payment section and get an account anyway wonder if it comes with a steam key or not what if I change my mind this is all so confusing and I want to make in-game decisions not the second page between me and the game experience. And the page is full of three ways to pay or its also free or the steam key is free or what all is going on here why am I stopping to research this and why am I researching instead of playing. I got a tab open with slither.io to make this stream of consciousness post and its calling to me... What if I don't like it and want my money back what if I make a free acct and later decide to toss some cash in its just all so overly complicated.
There is another interesting impedance bump where there' three federated ways to pay, via amazon, paypal, or stripe CC, which is convenient, I'm not complaining at all. The point is just above that there is no federated login or account generation at all; I have to provide my email for harvesting (come on, I know Luke is a good guy, but I've been on the internet for longer than most kids have been alive; I know better than to provide my email address "for free" it ain't 1990 anymore so say hi to vlm@example.com). Then I need to create yet another username and password to forget because there's no federation. I must have created over a thousand logins in the last couple decades; tired. You integrated three payment processors how about one-click login via google / FB / whatevs.
After all this uphill battle in the user acquisition phase, the tab with slither.io is beckoning to me...
Note that I'm exclusively complaining about the new user acquisition process; everything else is pretty cool! Its just a lot of work and cognitive load to get to play compared to the competition in the market (the fifty unplayed indie roguelikes in my steam account, or .io style instant casual web games)
My constructive suggestion: One page one click login via federated accts and don't forget "click here to play as anonymous coward" then in the UI "click here to sign up or give us piles of cash". The competition can get them playing in one click and 10 seconds...
Interesting marketing mechanic that some might say is evil, whatevs, in game while playing as "anonymous coward" click here to have a federated account (play with your facebook or google acct) and get a minor in-game reward for signing up. Not so ridiculous that people claim its cheaty, but something at least amusing or an in-game joke or something making it a trade in users minds.
Don't give people a chance to think about doing something else while they're trying to decode the onboarding process. Low friction is where its at.
Think of the "S" in SOLID the single responsibility principle, don't make new users ponder if they're paying for something (what, a free steam key?) or joining a club forum or playing a game or whatnot. Give the new user exactly one single responsibility "play the game". Later on, buddy up with "membership" or "gimmie money" but get them into the game first.
Looks like a fun game, once you get into it. Cool!
Put up some screenshots, even a game play video, give me the short version and let me get playing.
Edit: went back and found the screenshots on the home page, so apologies for missing that. Though missing them was quite easy, perhaps consider putting others on some of the play now pages, etc
How can you complain about lack of sales for an unreleased game! Fuck off! All sympathy instantly gone.
Even if it's early access at least make it Steam early access. From the demo video it looks like the game would be in a good enough state to get it on there.
My takeaway is: If your game fails then it simply wasn't good enough and making good games is hard.
You can't build it and expect them to come. But you also can't even build it and have someone be your dedicated marketer, because you STILL can't expect them to come. There is no market right now, just people getting lucky.
There is no market.
Let that sink in.
2017: 49k, 2016: 36k, 2015: 37k, 2014: 39k
2013: 120k, 2012: 89k, 2011: 73k, 2010: 48k
2009: 35k, 2008: 27k, 2007: 75k, 2006: 48k
2005: 43k, 2004: (this really just means Half-Life 2 and Counterstrike): 820k
With the sales normalized by year, and noting that 2004 did not actually allow third party games on sale, there is not an appreciable drop or trend across the entire time range.. I suspect the crazy spike in 2013 can be attributed entirely to Dota2 and 2012, Counterstrike Global Offensive causing mean skew.
Median would be much more interesting.
As a low income indie dev without the academic credentials to get past HR gatekeepers for stable full time work, I can't help but feel studying ML is about as wishful as creating a hit game. I have started studying ML this summer, and although I find the NLP applications really interesting since I have a social science background that exposed me to some literary theory and linguistic ideas that overlap with NLP at times, I think making a living wage doing it is just as much of an unrealistic dream as writing some killer app. The jobs all require PhDs, and the data science competitions have literary thousands of people with PhDs and industry experience competing for five figure prizes. When one is poor with no prospects these kind of pipe dreams feel so good to get caught up in as that sweet haze of hope numbs the critical thinking, but in a clear moment it looks like the ML gold rush is exactly the same as every other tech hype. That's not going to stop me from geeking out on PyTorch and trying to wring sentiment out of blocks of text or whatever, but I won't be able to honestly write a blog post about it in a few years asking if I wasted my time. I already know the answer.
The way to get past HR gatekeepers is to bypass HR. If you ask an employee: "Hey, I'd really like to work at your company for a while now. Can you share some resources/tips that would help me prepare for function x?" and you don't get useful feedback, you don't want to work there. If you send a data science lead a notebook where you solve a problem that is relevant to their business and you don't get a job interview, you don't want to work there (or need to brush up on your presentation and analytics skills).
Do the fast.ai courses. I promise you there are more profitable jobs available in ML than in indie game dev. Become good at using ML tools and data science (Python) and/or data engineering and data infra (Scala, AWS, Docker).
I'd read it in a heartbeat. Your vivid writing style is fascinating.
And once you learn to press Enter key more often[0], a literary career may not be out of the question.
[0]Walls of text are hard to read.
I guarantee that if you drop the "planner" that game would sell like hotcakes as soon as a medium sized YouTuber/Twitch streamer notices it.
There is no way a game about dunking babies doesn't get enough shock value to get a decent return on investment, especially if it has wonky physics, "bad" controls or other emergent gameplay.
For a deeper game, maybe bring back the "planner" aspect to add a simulation layer on top. Make a tycoon game where you manage a church and the baptisms are just one of a few minigames.
There are a large number of amateur creators who are trying to win the lottery (either from a fame or monetary perspective), and most won't and will see little recognition and remain obscure or very niche.
This is seen in basically every area of media. Music, books, movies, etc and is perfectly normal.
In 2017, 21 games per day were released on Steam and most of them were trash.
Sometimes convincing someone to spend the extra 10-20% of time or effort to do something "the hard way" is nigh impossible until they've spend time doing the alternative and know the extended pain that sometimes results.
It's sort of like seat belts. When they were first required in all vehicles, many people still didn't bother with them. Even before cultural indoctrination took over, a lot of people eventually started too. It took some close calls for people or their friends and family for them to finally make the effort, and such a small effort it was. I saw exactly this play out with my own parents and their siblings.
You won't be Minecraft, but you won't waste 3 years for $30 either.
Factorio and Dwarf Fortress are two examples of those. Can someone say their graphics are amazing? Probably not. Yet they focused on their differentials: the unique gameplay.
I have to agree with the GP. They're always unique in one form or another.
People however overuse the marketing card IMO, saying that you need a lot of marketing. Good games do stand out for being good games. Word of mouth only works if your game is good. Nobody will urge their friends to play a bad game and for indie games, word of mouth is king. You can't "force" word of mouth marketing, so it's not really a marketing effort. It comes naturally with good games.
Who is making big money JUST off novels? Not speaking, not tv deals, writing.
Meanwhile I know several game developers making a living. Setting out to do it still follows a success distribution, but it’s fundementally achievable in a way unavailable to writers entirely.
Seems like urban supernatural or romance (or urban supernatural romance) seems to be the main genres where this is working. My girlfriend follows several writers who make a living this way, and is wanting to give it a try herself, that's how I'm aware of it.
You can't write The Great American Novel or spend years writing your novel and make money this way though. It pretty much requires the momentum and consistent quick releases for it to work. You're making sugary garbage that's consumed quickly and forgotten just as quickly.
And certainly don't underestimate the number of people who are borderline obsessive with transport networks, trains, and anything involving traffic (myself included). Almost any game that adds a good gameplay element to managing or routing trains or traffic is going to do OK. Cities Skylines has done well with this crowd, too, after SimCity decided to start focusing on "Sims" style games and ditch the traffic aspects.
I then showed it to my wife who is not a gamer at all. She liked the trailer too but thought the player would be one of the immigrants :)
It's tough to make a perfect trailer..
They usually have bigger marketing than low budget movies.
Also even graphic novels are generally two person teams. I think trying to make an indie game with a small team (2-4 people) is way more realistic than doing it solo.
The most successful game of the year, Far Cry 5, has sold 1/20th as many copies as Minecraft has, a game that is ugly as sin and always has been, but it's fun enough that it doesn't matter.
There's no point in adapting a property if the adaptation won't grow the audience. The Walking Dead was a comic book superstar, selling upwards of 500,000 units per issue when it was picked up by AMC for the TV adaptation. The TV adaptation is now reaching 8 million viewers per episode, and that's considered low.
Perhaps the way to do it is to acquire the license for a 'masterpiece edition' ... release it five years after the original.
Current acquisition model by AAA is buy-kill, rather than buy-subsidize.
In contrast, Mario looks fun and jolly and silly.
doesn't this imply that shovelware is actually taking away some of the sales? In other words, making a large number of low-effort shovelware is a better money making scheme than making 1 (or few) mediumly good game?
Shorter games are fine, and sell to people who want novelty over repetition. Don't make the game longer than its content, and price accordingly.
Now, if the proc gen is sufficiently complex, we're talking about something else, (but that is rare if it exists at all.)
C) have 1000 hours worth of manually created content
Think about games like witcher 3, tes, fallout. Those things are huge and replayable.
There is simply so much shovelware/copy and paste games.
See: Stardew Valley, Cities Skylines, etc.
I'm very keen to see how Ready or Not does, when it releases. Everyone I know who played SWAT 4 back in the day loves it, and there hasn't been a comparable game since.
To throw out an example of an "available" niche: I think the first dev to bring out a modern version of Need For Speed: Underground, with decent car physics (similar to something like Grid: Autosport), is going to strike an absolute gold mine. NFS was literally all anybody at school talked about for years and years when U1, U2 and MW were coming out. Every game since has been complete rubbish, the new ones have physics so bad it feels like you're just gliding around on a magic carpet with a car body attached to it.
You choose one of the many existing game development frameworks and rapidly prototype a concept, if it works you keep iterating on it etc etc. This works in games as well as any other major software endeavour.
The matter of having the talent to produce a new idea that’s actually fun to play and marketing it successfully is arguably the hard bit here, rather than the technical implementation details. I’d make the argument today that the technical barriers to entry for game development are almost _too_ low now, which is why partly why Steam is filled with so much “indie” junk.
You can download Unity, purchase and install for example UFPS that will handle most FPS functionality for you (includes basic gun etc model) and you can use Unity networking for LAN connectivity.
Let's say the twist is a Battle Royale game, you just make a Unity terrain and a basic sphere that becomes smaller.
After that coding the extra bits such as HP, HP loss due to sphere etc isn't a big deal.
That's one way, doing it via a mod also works, but you really need knowledge of the product you're modding (although the same is true of e.g. Unity, if its your first week with it it won't be that easy).
None of that really required an act of genius creative talent, though. Learning enough about audio production to create the set of SFX and music you already know you need from the top-down design of the clone-game you already know you're aiming for is effectively "just" grunt work. Sort of like how an actor learning the exact set of martial-arts moves they need to know to look like they know martial arts in one particular shot, which is intensely choreographed, is "just" grunt work. Stardew Valley's creator didn't need to develop the skills to be an amazing artist or musician, they just needed—like the actor—to develop the skills to create a particular pastiche of existing pieces of art and music.
The creator of Stardew Valley is, however, a natural talent at the particular meta-skill of "finding out what people want and tweaking things in response to those wants, never settling for doing 'merely' what they know how to do with the skills they already have, rather pushing themselves to the skill-level required to make people even more happy."
Would almost agree but you had to bring up this :). I actually talked with SDV developer about his music skills[0]. Turns out, music was his hobby prior to becoming a developer, so he has a lot of experience. So in this case I wouldn't say it's "just', and it definitely wasn't a skill developed for this game.
--
[0] -- https://www.reddit.com/r/StardewValley/comments/4acds9/how_d...
I don't think so. The author mentioned in one of his interviews that he was the only person to actually play the game until the very late pre-release stages. Even those who signed him haven't really played it.
OPs game looks dated, weird and reminds me of about 30 games I have in my library already.
Terraria seems closest to what he has done, but Terraria is so, so much fun and I've yet to finish it.
It's tough to break into the 2D platform market.
It's almost nostalgic, but nothing I'd buy to be honest.
Yet another proof would be surprising number of very games made in tools like GameMaker - think Nuclear Throne, or Cook Serve Delicious. I actually took a peek at the sources of the latter (they were distributed with some Humble Bundle once), and it's... reinforcing this point.
I always advise indies to attend local meetups from game design schools, to learn about what actually matters when making a game.
[1]https://www.remic.ca/real-estate-sales-person-vs-mortgage-ag...
For real-estate, some numbers that I saw had 51% of licensed real-estate agents making one or zero transaction in the past year.
In fact being a Roguelite is woven into the plot, characters aren't surprised to see you, after all you were just here last session, the mounds of festering corpses prompt you to remark that they're all the same... They're all you.
1) high demand (not just high demand in general -- high demand for new/better content by a new entrant);
2) low supply;
3) well paying customers.
I'm sure despite the flood those will still exist, as long as there's still a good amount of differentiation between people's preferences. A niche is a small subset of in the space of products that a small subset of customers have strong preference to. This needs preference differentiation.
This preference difference could be toward many features: cultural setting, story style, gameplay style, aesthetic style, etc.
There's perhaps a combinatorial advantage here: if sensitivity varies significantly across many of those parameters, just choose any unexplored subset, optimizing for 1/2/3 -- there are exponentially many in the number of distinguishing features (if you browse Steam tags you see this is potentially a very large number!).
Maybe that used to be metroidvania, but that's long over. Visual novels have been on the rise for a while, so are rougelikes and card games, but those are saturated now. You want to get in before the big streamers and reddit frontpage and ride the wave.
Who knew a Harvest Moon clone would be the biggest indie success of its year? Maybe we can systematically analyze old games to identify overlooked gems and valuable revivals.
I don't think it's bad advice, though. If you treat genre and its elements as only means to an end, you wind up with exactly the trends that oversaturate the indie market now, because everyone is trying to "find a niche and hit it hard." Games are entertainment.
I think you should at least learn to want to play the game you're making. At the very least, you should know why the customer would want to play it. Ticking off boxes hoping to find combinatorial success isn't enough... that "battle royale farming simulator" still needs to be entertaining, or at least capture interest.
I'd say you need both: you need to want to do a game you'd want to play, because you'd have an easier time recognizing if you're doing something that would appeal to at least one person. And if it's in a niche, you'll have a better chance to get coverage and buyers. But if you just try to hit a niche hard without knowing what makes the games in that niche good, you'll have a hard time making something that'll interest players.
I think using your own taste is a crutch. If you get good at it, you should be able to know it's good regardless of your own feelings.
We see this when game developers are shuffled around and work on ones that are completely different from their passion projects. The good ones still excell.
Your market is the whole world too.
It filled a niche for gamers who had grown up playing HM on Gameboy, but hadn't been able to really scratch that itch. If anything, his choice of genre to work in was genius. It was a passionate and pre-made fanbase that was craving a new game to jump onto, and he happened to make an excellent game as well.
It also helps that HM is a highly generic game/genre. There's very little about what makes the original games popular that is trademarked. I played thousands of hours of a couple of them, and I probably can't name any of the characters any more. You can easily make an "off-brand" remake, and most people won't miss anything specific. You wouldn't be able to just go make a knock-off Pokemon and have it work, even though the demand for it on PC is high.
Word-of-mouth is marketing too. Perhaps you are thinking that marketing === advertising? Because marketing doesn't have to be advertising. Building a community, attending conferences, getting influencers to play your game - these are all marketing activities. If people are talking about the game, it's surely fueled by a quality experience but marketing has to bootstrap that conversation.
And in the latter case, it's got to be a poorly written mess, no 2d platformer could need so much game logic. That's twice the size of the entire Super Metroid cartrige, engine and assets included.
I am sure that if Super Metroid were to be developed today in a high level language with the exact same gameplay logic, the resulting code would be in at least the same ballpark.
And I said that in response to the guess that maybe the 62,000 lines of code was all game logic, which is absurd.
Game logic, like, "when the player presses the fire button, spawn a missile" and "this enemy goes up 5 units, then goes down 5 units, then repeats". That's not the kind of thing that will change much from one metroid clone to another, regardless of what technology is used to make them. It is practically always the smallest part of the final product. And to have the game logic's source be bigger than the entirety of an almost identical game, with handcrafted levels, art, and engine included? It's absolutely absurd.
It was in service of the point above: that code is probably all the engine, which means that, yes, it probably was a waste of time, since engines made by professionals are available for free. At best, it's a line on a resume.
Did we read the same article?
Not only the total number of games, but the rate of their release seems to be geometrically increasing! Holy crap. And while many of them are Unity shovelware, etc., many are polished games that a lot of effort went into. A tiny percentage are hits, but most are forgotten in the deluge.
To me that reads as someone that's fully aware that some people are putting a lot of effort in and making good games (Unity or not), but is upset by the realization that quality doesn't seem to be nearly enough. The problem is not (just) that a lot of crap is being released, but that a lot of everything is being released, good and bad. So much so that even the good things can't make good money because supply has so far outstripped demand.
It's sort of like the Netflix queue problem. I'm continuously adding things to my Netflix queue that look interesting, but my time to actually watch them is such that my chance of getting through even a majority of the queue is almost nil.
I think supply is an issue, but I also think the author added to the problem by releasing a game that doesn’t have appealing graphics, gameplay or sound. Where as many much of the unity “shovelware” is exactly the opposite.
I think the difference of interpretation we're having is that I think you are interpreting "Unity shovelware" to mean "If it's Unity it's crap", which nobody who follows that space could easily defend (a lot of high quality well known games and publishers use Unity). But a lot of shovelware uses Unity, because it's easy to get assets for and publish with.
It's sort of like saying "Java enterprise crap-ware". I wouldn't assume that means all Java programs are crap, or that all enterprise software is crap, but that of the crappy software targeted towards the enterprise, a lot uses Java. That's not an indictment of Java, and might actually be the opposite, given that it has qualities that cover up other poor choices.
I think you mean the opposite: the bar is super high because the chances of watching something new are low ... it's more difficult.
Now that game engines are commonplace, free and work better than what any single developer would be able to come up with after a lifetime of hard work the end result is that games have a very hard time to differentiate themselves from each other. There isn't really an unlimited space of game scenarios out there, even in the days of the 2D arcade games after a couple of years it became much harder to come up with something truly unique.
It was never difficult to "come up with something truly unique".
Your unique thing might be rubbish, but that's not the problem for the millions of shovelware Unity asset flips.
Jim Sterling has covered this at length, even running a competition to show that people can take a horribly over-used cheap asset and do great original stuff - if they try. Asset flips don't even try.
The are tens of thousands of games in which you are an elite soldier running around shooting zombies. There are zero games where you're a pot plant using psychic powers to create sculptures.
Like Hollywood the video game industry chases trends until they're beaten completely to death, and then goes one more round just to make really sure.
- In the 80's and 90's when PC games where simple enough.
- At the beginning of Steam
- At the beginning of the App Store and the Play Store
At those time, there wasn't that much competition so while it was still hit or miss, you still had a decent chance to be successful as a single-person indie developer.
The biggest treasure I found that way was the original x-com.
I don’t think times have changed that much. The upcoming game I’m most excited by is it lurks below, and that’s being developed by a single developer. Stardew Valley released in 2016, after the explosion. Into the breach, though not single developer did well in 2018.
I mean, it’s not uncommon for solo-small teams to top the steam charts, but you really do need both quality and a little luck. I just don’t think that’s different from how it’s always been, and I think the author of this article in particular lacks quality.
What has changed though is the amount of games people own. In the 90ies you didn’t have a backlog of thousands of games that you picked up from a humble bundle where you only really wanted one game. You also didn’t have MMOs or forthnite competing for your attention.
So I agree with you somewhat, it’s become much harder to sell bad-mediocre games in the past few years, and that’s 99% of indie games. And there is obviously always a market for remakes when a new platform/generation arrives.
There are no "off days". There is no "solution" for this title, except maybe a total visual makeover, which is probably out of the question. Some titles fail, end of story.
> Everything looks okay, especially for a small team effort, but it needs more polish.
It doesn't look okay, it looks bad. Few people will tell this to someone's face, and that's part of the problem. Programmers often can't tell.
"More polish" is the last thing the game needs. It needs a makeover or be shelved. Just call it "done" and use it as a portfolio piece, it's good enough for that, any more polish is a waste of time.
I would love to download a list of all games on Steam in .csv (or other simple tabular data) format. Is it possible to write a scraper? I want name, link, genre, price, platforms, and votes/installs if available.
This is the ongoing march towards post-scarcity. We now have enough people with skills, experience and tools necessary to produce a quality indie game and a desire to make one, that the market price is far below the cost of production, and rapidly approaching zero. Essentially, these developers are spending (resources: time etc; although sometimes money as well) to scratch an itch.
And trying to recoup at least a part of those losses by selling the result is not unreasonable, but it should be considered a best-effort optimization. In the end, you still end up paying for the privilege of, essentially, having other people admire your work. It reminds me of some sci-fi story I vaguely remember from a long time ago, about a true post-scarcity society where everything is free, except for other people's attention, which therefore becomes currency. There's nothing else to do for humans other than arts, so everyone is doing that - and now you're paying someone to e.g. read your book, and then they can use that money to pay someone else to look at their painting etc.
Nope, nope, and nope.
Stardew Valley has a notable indie publisher. There was marketing on various internet communities (reddit, 4chan, etc) leading up to the months of release. There it can pass off as organic word of mouth. Terraria was marketed months before release. As for Minecraft, Notch himself was throwing his game around a load before it got released and using anonymity to drive interest--it was the most organic of the 3.
Other notable indie games like Hotline Miami and Super Meat Boy also had especially significant marketing efforts behind them. And let's not forget Fez.
Most indie breakout hits aren't miracle successes. The just have very clever and modern marketing methods. They're not wasting money on magazine ads and gaming news sites banners like AAA studios do.
Bullshit claim. They did really clever marketing where they provided the beta release beforehand to few prominent twitch streamers, and in my knowledge also did all kinds of other pre-release hype, community building etc. I'm pretty sure also the other titles invested quite a lot of time, smarts and money towards marketing.
These 3 games did a lot of marketing. It was just not the millionaire kind of marketing that EA does.
... ish.
You can certainly think of the prolonged free alpha (and beta?) as marketing
The GP makes a point that pewdiepie picking up this game would result in thousands of sales whereas, although I'm basing this purely on watching the gameplay video, I'd have to say maybe: I don't think pewdiepie, or any other major YouTube reviewer, would pick this up because it's not distinctive enough.
This is especially the case when Infinitroid is going up against games like Dead Cells within the same genre: https://www.youtube.com/watch?v=TbfxPptEU6M. Infinitroid is an impressive piece of work but, as a game, I don't think it comes off well in the comparison.
There are markets where quality is of much less importance, such as enterprise software. How else does a company like Deltek survive? Answer: there aren't that many viable competitors and they're all just as crappy. Then it's down to the quality of and investment in the business development and sales process.
This doesn't seem to be a disagreement? Quality is necessary for a successful indie game, but that's very different than being sufficient.
I can easily imagine a world where Stardew Valley failed, but I can't imagine a world where Hunt Down The Freeman succeeded. Given the sheer rate at which new games are released, I expect that a majority of polished, fun indie games fail or at least don't see major Terraria-tier success. Heck, half of my Steam library consists of clever, well-executed indie games from Humble Bundles that got near-zero coverage and sold near-zero copies. Orwell, Antichamber, Distance, and a lot of others all had the quality to sell much better than they did.
And beyond that, I think our standards for quality are usually biased by whether a game succeeded. Factorio is absolutely full of grainy, repeated textures, but took off just fine. Dungeons of Dredmor crashes constantly and went through three major expansions without fixing fundamental bugs like "this skill doesn't function", but it's a hugely successful and widely-praised indie title. Subnautica is constantly criticized for just sort of aimlessly ending. It's easy to look at a failed game and say it didn't sell because it was buggy, or looked ugly, or had a weak ending, but all of those things are present in lots of hugely successful indie games. Above some minimal threshold like "no unbearable flaws, one or more excellent elements", it looks to me like luck and marketing are absolutely crucial factors.
Let's agree to disagree then.
If we didn't have to worry about money, then fewer of us would have to... worry about money when making art.
> We now have enough people with skills, experience, tools, and free time necessary to produce a quality indie game and a desire to make one, that the market price is far below the cost of production, and rapidly approaching zero.
Where "free time" is that not used up by work that pays for food etc.
Which does mean that people for whom art is a hobby are destroying the market the people for whom art is all they want to do, except for truly great artists where the quality of the art is so exemplary that hobby artists just can't compete.
But I'm not sure why it's a bad thing in and of itself - nobody has a fundamental right to earn a living by performing some specific activity and no other. The job market defines what activities translate to paid jobs, and which ones can only be hobbies, and that is going to change over time. At the point of a true post-scarcity, everything becomes a hobby, but it doesn't matter because you no longer need a job.
Also he made a highly viral video of him building a minecart rollercoaster during his paid (but cheaper, I believe it was $13, and he was telling people that was half the price that it would be on official release) beta which he got Kotaku and Penny Arcade to share with their massive audience and suddenly he was a millionaire pretty much overnight.
I personally saw the minecart rollercoaster video while browsing Kotaku and that's how I discovered the game.
Notch absolutely marketed and knew how to market his game. He may have not had an advertising budget, but he made the right type of content and the right type of advertising, then shared it with the right types of promotional avenues to reach his target audience to get enough of a start that word-of-mouth advertising could pretty much take over. And that's all marketing really is.
And since then (especially since Microsoft bought Minecraft) you better believe that game has had lots of money dumped into its marketing.
It's just that most things aren't as sexy as a build-your-own-minecart-rollercoaster-brick-by-brick-and-ride-it-in-first-person and therefore require a lot of money to get it in front of enough people.
I don't think to be successful you need to be as successful as Terraria..
As for Factorio.. it's not about graphics. Not every type of game needs great graphics. It's the same as with Dwarf Fortress. Both games offer such a deep complexity that graphics is secondary, especially to the type of player interested in it.
Separate to my other comment, I should acknowledge that this seems overwhelmingly true. Dwarf Fortress is famous, but I've learned recently that there are also thriving communities for Cataclysm DDA, Dominions, Aurora, every imaginable Nethack derivative, and half a dozen other equally-opaque games.
As long as the genre or mechanics are new, there seems to be a (limited, but) perpetual apatite for ludicrously deep games with minimal player handholding.
Presumably we agree that bad indie games with no marketing will certainly fail.
It looks like we agree that bad indie games with strong marketing will usually fail, unlike bad AAA games and with a few debatable exceptions. (Mostly, I think, games that preordered well on hype and reputation but crumbled post-release. Clockwork Empires comes to mind.)
For good indie games with poor marketing, I think they'll usually fail, and it sounds like we might disagree? There are exceptions, but I think lots of them are older than the indie boom (e.g. Dwarf Fortress), or followup titles from successful indie devs. This might just be terminology or statistics though, because I agree that a chance favorable RPS writeup could jumpstart a game with no real marketing plan or budget. I guess the question is how often that happens, versus games doing the convention and reviewer circuit to ensure they get seen and written about.
For good indie games with good marketing, I think there's still a decently high chance of failure these days, which might be another disagreement? This probably requires a better definition of 'failure', people definitely bought e.g. Orwell, but if the standard is "makes enough money to release the next similar game" then even Failbetter Games is on the razor's edge, and they're one of the most acclaimed indie studios I know of.
(On that final point, I think I simply misunderstood you. I was noting that indie games can have any of the failings you mentioned and still succeed, but if your point was just that the specific game in this thread was hampered by those issues then we agree.)
Also people will do the marketing for you if your game is good but if it is not you will need to convince them (money most likely). And that is what bigger companies often do (via Twitch streamers e.g.) and what indies cannot (especially solo devs).
Also wondering if support for memorizing equations would be straightforward.
I'm actually looking into displaying math equations. There are libraries out there so should be pretty straightforward.
If you spent 3 years of your life working on a game, it's not a gap on your resume. In fact, it's the shining achievement on your resume, and it should get you that phone screen. If you can't tell a good story about hard work and technology mastery from that experience, your problem isn't an HR department, it's that you don't know how to write a resume.
Let's say the candidate pool comes back with 30+ results. I will only interview 10 candidates realistically because I have other jobs to fill too. I will rank those candidates by experience and background. People that work at existing AAA studios always goes on top of the pile because I know their chances of filling the job is much higher (disadvantage #2). If there are more than 10 candidates from AAA studios, then too bad for you. Indie game developers goes to the bottom pile unless their skill set matches exactly what I need. Even then, he/ she is an unknown, for the simple reason, they might exaggerate their experience and AAA studios can guarantee the candidates quality.
As an HR, I need to meet quotas. And I have only so many hours to spend per day interviewing candidates. Each candidate takes an hour. Interviewing an indie game developer takes more time because I need to make sure he know his stuff. If I keep on passing indie developers that are not up to par to hiring managers, they will reflect that back to my manager.
Not sure about how big gaps in employment are.
Nearest example I can think of, mySpace was where she got noticed so that dates her breakthrough to a good decade ago.
Adele was legitimate however others have pretended to have an Adele grade story. Lily Allen also claimed to have been discovered on mySpace but her dad was rock and roll celebrity so her efforts can be dismissed as nepotism. Often these links to rock and roll celebrity are not obvious because performers use stage names that sound like real names. Their children don't use their parents fake surnames.
Being really good and self publishing helps you build your resume in a superstar industry, but it's nearly impossible to actually achieve commercial success without a well-established sponsor. Adele probably wouldn't have gotten far on her own if XL or some other label hadn't picked her up. Her accomplishment before then was a really good resume.
XL Recordings came from the rave scene, the Prodigy were their first big earning group, however, for every Prodigy there were scores of 'Dome Patrol' grade releases that nobody except for DJs ever heard of. XL moved on when the rave scene died to other acts in different genres. They 'pivoted' to use the parlance.
I know Adele worked with a label however it was a genuine thing her getting spotted on mySpace and not some fake back story, as per the Lily Allen example. I don't believe music executives really would listen if I posted my singing efforts to the internets, or if anyone here did likewise. Yet that did happen with Adele.
I don't think this phenomenon is limited to one form of media. "The Martian" by Andy Weir was originally published on his website one chapter at a time. The internet has, in general, lowered the bar to publishing any kind of work significantly - be it games on Steam, songs on YouTube, or ebooks on Amazon. There are now new avenues into the wider industry, but the big players are still the big players.
how do you know what the opportunity cost of continuing is? It's hard to know either way.
I'm not a marketing expert tho, but I can't think of any way to force word-of-mouth onto people.
The reason is monetary policy. The Fed constantly 'prints' new money out of thin air and injects it into the economy via a combination of 1. loans to the government and 2. open market operations. Guess who gets the first dips into these two huge pots of newly created money?
In the case of government money (loaned by the Fed), big corporations get a huge chunk of that money pot because they get all the lucrative government contracts. In the case of open market operations; big finance firms like Goldman Sachs and big traders with insider information are the first to get their hands into that pot.
Basically that money which is meant to 'trickle down' isn't actually doing that; instead it appears to be trickling back up to government officials who are enacting policies that benefit corporations and increased centralization of wealth.
The Fed mostly buys government bonds, the markets for which are very liquid and efficient.
(The government however does benefit from the Feds buying their bonds, instead of injecting money into the system some other way.)
There is a significant delay before the newly created money affects wages. Shareholders benefit from the new money instantly (since the market reacts to it quickly and it drives up the value of their stocks) but wage earners won't benefit from the new money until they get their annual 2% salary raise at the end of the year. That delay is significant because it allows shareholders to compound their ROIs several times before wages catch up.
On the one hand, no one has yet figured out how eliminate inefficiences out of large organizations. They're all like that, usually the bigger the more inefficient (the government, because of its size, being obviously the worst offender).
However, it seems that it just takes dozens (if not hundreds) of thousands of employees to run say a top tier car or microprocessor company. You just can't do it with less, so the inefficiencies are the cost of producing such advanced stuff as say BMWs or Intel processors.
Agreed
> For good indie games with poor marketing, I think they'll usually fail, and it sounds like we might disagree? There are exceptions, but I think lots of them are older than the indie boom (e.g. Dwarf Fortress), or followup titles from successful indie devs. This might just be terminology or statistics though, because I agree that a chance favorable RPS writeup could jumpstart a game with no real marketing plan or budget. I guess the question is how often that happens, versus games doing the convention and reviewer circuit to ensure they get seen and written about.
We probably disagree a little here. I think the problem is defining good games and good/poor marketing. I tried to make the point that some games are just so good in general quality/coherence/details or have have a truely unique approach that they would "always" succeed because players will do the marketing by word of mouth. When I say always I don't mean it literally. There are always exceptions :)
> For good indie games with good marketing, I think there's still a decently high chance of failure these days, which might be another disagreement? This probably requires a better definition of 'failure', people definitely bought e.g. Orwell, but if the standard is "makes enough money to release the next similar game" then even Failbetter Games is on the razor's edge, and they're one of the most acclaimed indie studios I know of.
Again slight disagreement with similar reasoning to the last paragraph. Good != unique and there are many levels of good so it's hard to draw a line.
> (On that final point, I think I simply misunderstood you. I was noting that indie games can have any of the failings you mentioned and still succeed, but if your point was just that the specific game in this thread was hampered by those issues then we agree.)
Yep I was referring to the actual game mentioned in the article and what I instantly found problematic for its success.
It was good discussion (the whole thread) but now I need to sleep!
I've experienced many marketing failures for video games as well (both games I made myself and games I worked on for other companies), I should be an expert on it by now. Guess that means I should make a new game and apply all those lessons I learned :P.
The OP has a product almost ready on his hands. It should be easy to test it and check if it's worth investing any more time or not.
Throwing it away before he knows, just to go invest his time on another dubious thing doesn't sound wise.
This has not been my experience at all. The opposite, in fact. I briefly did hiring at a medium sized game studio. We preferred to hire indie devs with completed games over those with AAA studio pedigree specifically because we can verify that the indie dev actually built stuff himself. He could provide code when asked and talk intelligently about it.
AAA studio developers couldn't share any code (for obvious reasons) and it can be hard to pin point exactly what they did on any given project. When a studio can put anywhere from 10 to 100 developers on a single project, authorship gets fuzzy.
That said, I would discourage the indie dev in question from pursuing a job in the industry. Why would you jump aboard a sinking ship? 1000 people in the games industry have been axed in the last year alone[0].
[0]: https://www.gamesindustry.biz/articles/2018-09-27-more-than-...
I don't know why you created this account in order to post your fake story.
But anyone who has ever worked anywhere professionally will see that you have no idea how it works or even what your job title is. (Hint: it's "recruiter".)
Even with a unique concept, Factorio started out when there were 20x fewer indie games being released and it took five years to gain traction. Today, such success would be even more unlikely.
These games have the extra depth and detail that cause the kinds of emergent gameplay and "storybuilding" that people are talking about.
I think this is the best way to do a random dungeon roguelike with a story.
That said, I wouldn't sell Sproggiwood on its story in particular, just the arrangement of everything. The game is fun because it's a good bite size style of roguelike for a phone with interesting/fun mechanics in play.
What do you base this statement on? There are several classes of games where this is definitely not true.
Oh, and lest we forget: game logic does not stop once you figured out at a high level that X has to happen. It still needs to set up and drive all the presentation that goes with it on top of the pure bookkeeping. The subtleties of this can be really amazing. To just name some trivial things that come to my mind: doors and elevators should stop when players stand in the way, players and objects should move with the platforms they're standing on (harder than it looks, esp. in 3D), enemies can't just be deleted from memory when their health goes below 0 (but their hitboxes might still go away immediately) and so on.
The first one I see is "Fantasy Farming: Orange Season"[1]. Looks very similar to Stardew Valley, review average is 96% positive, but it only has 61 reviews (a good general indicator of sales) vs Stardew Valley's 86,000.
I'm sure it's probably not as good as Stardew Valley, but one has probably 1400x the sales of the other.
It did also release after Stardew Valley which is a problem. You can certainly benefit from being a first to fill a niche that people are missing. I wonder if the Stardew Valley dev had taken another year to release and Fantasy Farming had released first, if things would be the same.
[1] https://store.steampowered.com/app/416000/Fantasy_Farming_Or...
I mean, just look at the name, for starters.
Yeah the name isn't very good. And yeah the base engine is RPG maker (re the other comment here).
But this is kinda my original point. Making a game with a good name, or a different engine, isn't going to mean it's successful. You can always point out something in terms of "well it's clearly failed because X". Hell, people even say the Unity3D logo scares them off. But people really like that game. They like it as much as they like Stardew Valley. And it's probably sold less than 0.1% as much.
And that's just the first game I saw on the list.
The tooling market is hard.
When you're committing 1000 hours of your free time to building a game from scratch, spending 30-40 building your own (hacky, not that great) animation pipeline for the learning experience is worth it over a £90 plugin. You don't really win this on cost/benefit over and above getting someone excited by the possibilities of your tool. Worth checking out Buildbox[0] for example.
Obviously studios are a different beast and it make sense for parts of their workflows to be custom. If you want to get a start in the goldrush, sell pickaxes, not JCBs.
From Fledgling Founder to 7-Figure Deals with Stephanie Hurlburt of Binomial
Stephanie Hurlburt (@sehurlburt) shares the story of how she went from being an employee to being half of a 2-person startup that sells software to gaming companies, and all the steps in between. Learn how she quit her job, met her cofounder, landed lucrative contracting gigs, built a product, learned about sales, and stayed sane while doing it.
As an indie developer, you need to maximize that market coverage (and develop with portability in mind).
Having said that, it's probably not the primary reason why his game failed.
- The amount of pain one needs to endure to get a Linux desktop to work as it should is huge, and there are several competing packaging providers with no clear winner, and all have very much hidden gotchas that they do a poor job of explaining ahead of time.
- Making a cross-platform Electron app that behaves well and up to to snuff on Windows, Mac and Linux is not even close to easy. The fact that JS theoretically works on all three platforms buys you way less than most people think.
Source: I'm making a cross platform Electron app that supports Linux.
You also don't need to support every distro on the planet. Just focus on Ubuntu. With proper planning and choosing your game engine wisely it's not the biggest deal to build for Linux.
You plug in your Ubuntu drive and install it, it detects your video card and install the drivers.
Everything just works, when people rag on Linux desktops they are talking about Linux from 6 years ago.
A ton of effort has been put into making the experience smooth and there are multiple projects to make it even more user friendly like elementary os and popos
Also, it is a legit thing to point out when and developer complains about the lack of sales.
[1] https://www.gamingonlinux.com/articles/linux-game-sales-stat...
[2] https://www.gamingonlinux.com/articles/president-of-blizzard...
I have personally used hundreds of dollars on linux compatible games.
The relatively stable exchange rates can be explained by entirely orthodox inflation targeting together with purchasing-power-parity pretty well.
Yup, a lot of "game logic" is in fact bookkeeping, i.e. self-inflicted complexity. It's not necessary, but is what happens when you overdo it (though IMO it's more often a symptom of using more frameworks and libraries than less).
The experience on it got me another good job when I needed to go back to work on something that'd actually pay money, but I still want to finish it (for the people that have bought into it, and for myself), so I'm doing bits when I can. Working on a hopefully fun singleplayer mode that'll help alleviate the fact that there's no-one on the multiplayer.
Should've coded it in Umajin. ;)
post-scarcity can sound nice, but in practice it currently means post-scarcity for the few, while most people live with incredible scarcity. We might have enough for everyone on the planet, but we sure don't share it equally. And that's not going to change automatically.
When and where the goal would actually be achieved is hard to speculate; I hope to see it in my lifetime, but only out of sheer optimism.
I'm not sure that's true. I don't see much ongoing march towards giving most people more free time. Inequality is generally _growing_, not shrinking. There is no ongoing march of history, just humans in political struggle for how resources are distributed.
It's like rotten tomatoes. 2001: A Space Odyssey [0] has 93% on RT, Pick of the Litter has 100%. I'm sure Pick of the Litter is a fine film, but clearly there's a sense in which it's a lesser movie compared to 2001 by general consensus, despite what the percentages would indicate. Now the case of stardew valley and "the other farming simulators on steam" is not so extreme but that's what I'm getting at.
[0] https://www.rottentomatoes.com/m/1000085_2001_a_space_odysse...?
You may be right that a good name or a different engine won't save a game, but I don't think the game you chose as your point is one to demonstrate that.
> But people really like that game.
It seems most people haven't played it.
And there are often game with, say, awful graphics, that are awesome to play. It happens. That doesn't mean you should bank on it.
Some years ago, but that is explained by a sharp decline in the quality of games included in their offers (which was about the time they dropped ensuring that their bundles were compatible with the three platforms). A better question would be when I last spend money on (game) software for linux. The answer is 28 hours ago.
I concur that the market is small. But when your sales are small too, it is not smart to throw away access to a market with a higher proportion of dedicated users and consumers. From the perspective of tech, less time may have been "wasted" on infinitroid if the developer used more off the shelve solutions that would help with multiplatform targeting.
In the end we are just basing our arguments on our gut feelings. I doubt very much that Valve would push as hard for gaming on linux as they are doing if they didn't see the potentials of sales for the platform in their data. But time will tell.
And then there are some players who can win virtually every game they play: https://alt.org/nethack/ascstreak-360.html
That's right, Tariru has won 61 times in a row. So that makes my 100 losses 'avoidable' in some sense, which spurs me on to do better. It only requires luck if you play inattentively :)
If you support Ubuntu+Debian (1.15% user base globally on average), the next feature request you'll get will be Xubuntu, Arch, and then some smaller distros which has their own undocumented quirks, they'll ask for 32 bit versions (0.0015%) to run on ancient machines that aren't really powerful enough to run the app anyway, and there goes the rabbit hole.
(In the meanwhile, Windows users are 85%, Mac OS is 13%. We're talking about fractions of fractions a percent here when you move out of Ubuntu x64)
These features will be framed as "You're supporting Ubuntu, getting it to work on this {{similar_distro}} is so close, you should do it and you'll have a lot of users". It's not that they're wrong or malicious — it's just that their concept of a lot of users is a whopping multitude of three people.
I'm also purposefully ignoring the more acrid side of the Linux community where they'll call you names, find your personal email, and make sure it's the first thing you read in the morning for not pulling heroics to make it work for their distro of choice (0.0000075% user base).
All in all, not worth it, really. Not financially, not logically. Not from a human point of view, either.
Here are a few things I've found helpful if you're making a desktop app for Linux:
- Consider charging Linux users for support. This is justifiable because for every Windows support request, there are likely 10 people that experienced the problem and haven't written to you about it, for Mac, 2-3, but for Linux, very likely you're only helping that single guy only. This is the best way to do this, but since my app is free, I don't really want to set up a payment infrastructure.
- Make your app free, and ask Linux users to either make their own builds from unpacked releases, or pay for support for their distro on a rolling basis. You don't really expect anyone to take the latter, but it does wonders to cut down on requests in which people demand you support their favourite obscure distro of choice with no help or support from them.
That said, I still provide Snaps, as it's the closest I can get to a universal Linux runtime. This exposes me to requests to provide AppImage, Flatpak, and some other stuff even then, but it's way better than trying to support distros directly. [0]
[0] I tried to support AppImage, I gave up after a full day of trying. Flatpak had similar issues. One of the core developers of AppImage reached out trying to debug, and I helped him as much as I could — but the point is, while the intentions are pure, and I'm glad for the effort, this is deeper and deeper into the red in terms of price / performance.
But yea from my experience the game market is a little different because there is a growing group of people that rather would not boot Windows for gaming and instead stay on their platform. This group of people is very thankful for ported games.
There's definitely a lot more free time available to people today than there were in any industrial economy prior to 8-hour work days and similar advancements in labor rights. If you unwind back to pre-industrial, some argue that agriculture provides for a lot more free time than we're used to, albeit seasonally.
But free time is only one part of the equation - you also need education/skills and tools to create things. These days, many industrialized societies provide education for free, or so cheap that it's accessible to a great deal more people than it used to be - and then, of course, there's the Internet. Tools are also much cheaper; again, think about it in absolute terms, e.g. how a $20 power drill compares to your typical toolset 100 years ago, much less 500.
Our societies have plenty of problems, and I don't encourage rose glasses. But we should also recognize just how immense the advance of humanity has really been, when you look in the rear mirror. Or not even the mirror... if you were born in a developed country, find an immigrant from a developing one, and just ask them how they feel about here vs there.
In the U.S., certainly. In India or Nigeria or Honduras? Not sure.
At any rate, while I agree that in general the health and standard of living of many people is going up -- I lack your confidence that the amount of _free time_, and other resources necessary to produce creative work without compensation, that the majority of people on the planet has is going up or will continue to. It will for some.
Even in the U.S., do the poor have more free time to produce creative work than they did 100 years ago? I seriously doubt it.