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Five Years of Being a Full-Time Indie Game Developer

paradeofrain.com

21–30 of 74 posts

Re: Five Years of Being a Full-Time Indie Game Developer

#21
Can a great game fail? I guess I'm finding out right now. It's early, it's currently scary, and it could still go either way. Pure drama! Our game was released 2 days ago (Spider: Rite of the Shrouded Moon - ShroudedMoon.com). It's metacritic'ing at 94, which is stellar. It's got almost exclusively very very positive reviews on Steam and the App Store. It's the sequel to the Game of the Year in 2009, per TouchArcade, the Indie Games Festival, and Apple themselves. Sounds like a guaranteed hit, right? So far it's doing 1/3 the business of any of our prior games, despite an App Store banner (not as good as ones we've had in the past but still - we're super spoiled, very few companies get one). This is definitely our best game, we truly poured our hearts and souls into it, we are a highly respected company (called Tiger Style), and players are responding super well to it.

So what's different? Well most notably, there are probably 20-30x more indie development studios in the market than there were when we started in 2008. I've heard hundreds of games come out on the App Store EVERY DAY. Angry Birds 2, one of the biggest properties ever, is free and it came out last week. This feels like a quiet time on Steam, but so far we have little traction there, and you need to demonstrate sales before Steam gives you main carousel promotion. Gaming press is overwhelmed with things to write about, so although they've been interested, we don't have many reviews from them yet. We've got lots of Lets Play and YouTubers, but how many sales does 500 views convert into?

Honestly, in the past we've been like "It's fine. We make great games that people love. We'll just release it, and the audience will find it." That was true in 2009 when we released Spider: The Secret of Bryce Manor with literally no promotion whatsoever. It was less true in 2012 when we released Waking Mars (alongside Outwitters, if you're out there Alex!), but still the App Store sustained us and the Steam market eventually found and loved us and gave us a few dollars. But the worry is that in 2015, no matter how good your game is, the audience has way way way way too many amazing games to choose between.

We're currently far behind, as just one example, a game about programming in Assembly language. It's probably amazing, I can't wait to try it. And that's the problem. So many things to play, competing for your attention.

SO! What does the dramatic near future look like for us? Well, I think we have major piles of new press reviews coming in on Monday and Tuesday. That will definitely help with awareness. And we're pushing on some of our more unique features in hopes of being recognized as newsworthy (eg - it uses your local real world time and weather and mirrors them in the game, it's based on a real historical secret society that you have to research in real life to learn the deepest secrets, many many layers of mystery and gameplay). We're asking our tastemaker and other well respected developer friends to help spread the word. I believe with enough awareness we're back in business - it's happened for us before. But if that doesn't pay off by the end of the week, very few people will write about us after that. So our hope at that point would be to be a "long tail game" that wins awards and winds up on "best games you didn't play last year" lists. It might pay the bills, or not, and it certainly isn't what we hoped for.

Alex - if you're out there - I've been in indie 7 years, before the indie revolution really started. I was in mainstream for 11 years before that. It's been crazy watching the market as we worked on this game. It's hard to target a market this volatile when the game you make takes 2+ years to make. By the time you're done, everything is different. So, yeah, I relate to a lot of what you wrote, and thanks for sharing! -Randy

Re: Five Years of Being a Full-Time Indie Game Developer

#22
post #6

Earlier quoted context omitted.

Game development seems to be one of the most competitive and least forgiving corners of the larger software development industry. A long time ago, games are what originally motivated me to learn to program. But some point along the way, I came to believe (whether true or false) that game development was really not a very enticing career path, both in terms of compensation and technical & creative challenges open to s…

> both in terms of compensation and technical & creative challenges open to solve Can you name other "career paths" where are more technical & creative challenges open to solve? I am working on an indie game project right now and worked for a big corporation in a total different sector before and I must say, that when you talk about compensation, you might be right (at least, when you are working in a company), ... .…

> Can you name other "career paths" where are more technical & creative challenges open to solve?

Fair question. Once I was in graduate school (math program), I went down the scientific/large-scale computing path. It isn't a very large field of course, compared to consumer-facing software. It was more of a personal drive.

Re: Five Years of Being a Full-Time Indie Game Developer

#23
post #22

Earlier quoted context omitted.

> both in terms of compensation and technical & creative challenges open to solve Can you name other "career paths" where are more technical & creative challenges open to solve? I am working on an indie game project right now and worked for a big corporation in a total different sector before and I must say, that when you talk about compensation, you might be right (at least, when you are working in a company), ... .…

> Can you name other "career paths" where are more technical & creative challenges open to solve? Fair question. Once I was in graduate school (math program), I went down the scientific/large-scale computing path. It isn't a very large field of course, compared to consumer-facing software. It was more of a personal drive.

Oh, of course there are some areas. I also can name the one or other. But when you want max-out your chances, to get hired and are not a star-programmer in such an area, you will possibly find yourself in some dull and boring area, how I found myself one day (I must admit, that I had total different expectations about the job, but that is a long story by itself ...).

Re: Five Years of Being a Full-Time Indie Game Developer

#24

Can a great game fail? I guess I'm finding out right now. It's early, it's currently scary, and it could still go either way. Pure drama! Our game was released 2 days ago (Spider: Rite of the Shrouded Moon - ShroudedMoon.com). It's metacritic'ing at 94, which is stellar. It's got almost exclusively very very positive reviews on Steam and the App Store. It's the sequel to the Game of the Year in 2009, per TouchArcade,…

Thanks, Randy, for sharing your thoughts, too!

As aspiring indie-developer myself, I always love to read about those that already have marketed their first games and can share their experiences.

I hope, your game will be a success! I saw, at Steam the reviews and images look very good!

Re: Five Years of Being a Full-Time Indie Game Developer

#25
post #4

Admire anyone who can go full time into the game industry, which is one of the most competitive anywhere. And to do so as an independent is a high challenge. To pull that off for five years deserves great merit. Anyone who has published games to Apple's app store knows how hard it is to see any money from it.

Most games are generic crap. I've seen crap games make money, but I haven't seen a great game fail. People see Flappy Bird and want to imitate it because it's easy. Those who work hard don't rely on luck can still build a sustainable business. See also https://www.youtube.com/watch?t=45&v=1BCg31KVJok

Agreed. This point comes up frequently, and nobody's able to point to more than the tiniest handful of genuinely great games that have failed commercially. I think we can at least say that 99.9% of failed games are not very good.

Regardless, if you're making something special, you're in a much better position to be able to promote it. In business terms, go for the niche that's not currently being served, and execute well.

Do that, and the marketing is easy. Games journalists want to know about unique games that they'll love. They definitely don't want to cover the ten thousandth mediocre clone of whatever's popular at the moment.

Re: Five Years of Being a Full-Time Indie Game Developer

#26

Admire anyone who can go full time into the game industry, which is one of the most competitive anywhere. And to do so as an independent is a high challenge. To pull that off for five years deserves great merit. Anyone who has published games to Apple's app store knows how hard it is to see any money from it.

[deleted]

Re: Five Years of Being a Full-Time Indie Game Developer

#27
post #4

Admire anyone who can go full time into the game industry, which is one of the most competitive anywhere. And to do so as an independent is a high challenge. To pull that off for five years deserves great merit. Anyone who has published games to Apple's app store knows how hard it is to see any money from it.

Most games are generic crap. I've seen crap games make money, but I haven't seen a great game fail. People see Flappy Bird and want to imitate it because it's easy. Those who work hard don't rely on luck can still build a sustainable business. See also https://www.youtube.com/watch?t=45&v=1BCg31KVJok

Ico failed.

https://en.wikipedia.org/wiki/Ico

Re: Five Years of Being a Full-Time Indie Game Developer

#28

Can a great game fail? I guess I'm finding out right now. It's early, it's currently scary, and it could still go either way. Pure drama! Our game was released 2 days ago (Spider: Rite of the Shrouded Moon - ShroudedMoon.com). It's metacritic'ing at 94, which is stellar. It's got almost exclusively very very positive reviews on Steam and the App Store. It's the sequel to the Game of the Year in 2009, per TouchArcade,…

Thanks, Randy, for sharing your thoughts, too! As aspiring indie-developer myself, I always love to read about those that already have marketed their first games and can share their experiences. I hope, your game will be a success! I saw, at Steam the reviews and images look very good!

Cool! I wish you luck on your career. What are you hoping to do in indie games? What field, what kind of games, what platforms, etc.?

Re: Five Years of Being a Full-Time Indie Game Developer

#29
post #6

Earlier quoted context omitted.

Game development seems to be one of the most competitive and least forgiving corners of the larger software development industry. A long time ago, games are what originally motivated me to learn to program. But some point along the way, I came to believe (whether true or false) that game development was really not a very enticing career path, both in terms of compensation and technical & creative challenges open to s…

I also started with game development for Windows phone using XNA, switched to marmalade then Unity. Stopped creating games a few months ago thinking mostly like you plus wondering how/if my games are solving real user problems or whether they are only providing distractions. However, searching for companies looking for developers with game development background and familiarity with Unity, I found a few startups who…

> I found a few startups who are either using games to fund and solve real user needs or using Unity to create educational/informative visualizations for museums and businesses. This led me to change my mind and return to creating games and hopefully start working with one of these startups

That sounds amazing, I think there is a lot of opportunity in repurposing Game UI for non-game environments. A lot of gameplay UI is optimized for common actions & being intuitive to use

Re: Five Years of Being a Full-Time Indie Game Developer

#30

Admire anyone who can go full time into the game industry, which is one of the most competitive anywhere. And to do so as an independent is a high challenge. To pull that off for five years deserves great merit. Anyone who has published games to Apple's app store knows how hard it is to see any money from it.

I disagree.

The mistake many developers make is that they'll just make a fun game, upload it on the App Store/Play Store with a naive hope that it will get viral, and they'll get money.

The reality is that mobile gaming is extremely competitive right now and you mainly have to work on getting your game known, understand how to monetize it, analyze the behavior of your users to optimize every important metric.

Sadly, this is way less interesting and fun for us, the devs. Unfortunately this is how it works. Look at every big mobile gaming company.

So it's not that it's really hard, it's just not something we like to do.

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