So You Want to Make Games
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So You Want to Make Games
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Re: So You Want to Make Games
#2But for the moment other markets also exist, such as desktop where one can still be very successful (as long as you can hit a certain level of word of mouth).
Re: So You Want to Make Games
#3Focusing only on for example the Apple app store in deciding whether to go into making games or not is not a great idea, since it's by far the most congested (as the article also shows). But for the moment other markets also exist, such as desktop where one can still be very successful (as long as you can hit a certain level of word of mouth).
Re: So You Want to Make Games
#4Focusing only on for example the Apple app store in deciding whether to go into making games or not is not a great idea, since it's by far the most congested (as the article also shows). But for the moment other markets also exist, such as desktop where one can still be very successful (as long as you can hit a certain level of word of mouth).
What evidence do you have that your game will make any more on the desktop than it would on the App Store ? (Given the same amount of word of mouth)
Now, evidence is a hard word, but I've the hunch that unless your game is an addictive style freemium incremental, all other genres are as of today more suited to desktop, because of user disinterest on paying a mobile game upfront.
Re: So You Want to Make Games
#5Focusing only on for example the Apple app store in deciding whether to go into making games or not is not a great idea, since it's by far the most congested (as the article also shows). But for the moment other markets also exist, such as desktop where one can still be very successful (as long as you can hit a certain level of word of mouth).
Re: So You Want to Make Games
#6Focusing only on for example the Apple app store in deciding whether to go into making games or not is not a great idea, since it's by far the most congested (as the article also shows). But for the moment other markets also exist, such as desktop where one can still be very successful (as long as you can hit a certain level of word of mouth).
What evidence do you have that your game will make any more on the desktop than it would on the App Store ? (Given the same amount of word of mouth)
Re: So You Want to Make Games
#7Focusing only on for example the Apple app store in deciding whether to go into making games or not is not a great idea, since it's by far the most congested (as the article also shows). But for the moment other markets also exist, such as desktop where one can still be very successful (as long as you can hit a certain level of word of mouth).
Re: So You Want to Make Games
#8There's plenty exemple of sucessful game that have only few developper and are better than AAA.
I personnaly have started to make game because I like it to try other approach of programming and I want try to do things that other don't do more or don't focus. Like choice, cooperation, rewards on cooperation, etc.
Just focus on doing things that YOU would play, that make fun and people will talk about it, pay for it (I'm not even close to this but finish something always give reward.)
Re: So You Want to Make Games
#9Earlier quoted context omitted.
What evidence do you have that your game will make any more on the desktop than it would on the App Store ? (Given the same amount of word of mouth)
Top paid app on the app-store show games that are of significant age (minecraft, plague inc) or with significant name recognition (monopoli, risk, etc) hinting at a stagnant market for independent, paid for games. Now, evidence is a hard word, but I've the hunch that unless your game is an addictive style freemium incremental, all other genres are as of today more suited to desktop, because of user disinterest on pay…
It's far more difficult to gain recognition and get word of mouth going on the app store (due to volume), combined with the lower selling point as compared to desktop (for example $1 vs $15). People don't want to pay up front for games and the race to the bottom on prices have really hurt the little guy.
All graphs I've seen of sales on the app store show an inordinate amount of sales for the top sellers, whereas the tiers in the middle and below don't make anything significant at all.
Then go look at steamspy etc stats, even games 2/3rd's down the lists for a year's releases would have made a few thousand $ (as compared to app store where they might have been sitting on tens of $).
Either way, learning to code via writing a game is something I recommend for anyone, anywhere.