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Releasing an indie game on 3 consoles at once and failing financially (2016)

juicybeast.com

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Re: Releasing an indie game on 3 consoles at once and failing financially (2016)

#41
This feels like they completely missed the reasons that they failed, which is a great way to ensure they fail again. I don't know how you can blame marketing with a straight face when your game was featured on multiple Nintendo front pages. That's more marketing than like 99.9% of games get, and you're performing way worse than average. The issue isn't marketing.

In the article when it gets to the question of whether the game is fun, the developer beats around the bush. 'Well you see...' which is as good as saying, "no." What's "fun" in a hyper-social 'indie fest' type of environment with a bunch of people wanting to like everything, has little relationship to what's fun when you're at home with some friends. In the right environment people can get really hyped and excited over a literal snail race [4]. It doesn't mean those people are watching snail race reruns at home.

Then there's the game itself. You can find the game/discussion of it here [1]. There were many complaints about bugs, misleading labeling, poor/buggy and unremappable controls, and more. There were also somewhat more 'positive' questions like somebody simply asking how to even play local-coop since it seems its not well elaborated on in the game. And the developer chose to completely ignore everything and everybody, making a grand total of 4 posts - including 2 about a negative review.

There is no recipe for success in games, beyond making good games. Games have become easier to make than ever (even back in 2016), players now have to-play queues months to years long, and there are simply a lot of really good games out there and more being released every day. This game, a silly casual party style game, was directly competing, in 2016, with games like Ultimate Chicken Horse [2].

There's also a lot of other problems. The game's theme isn't unique. It feels like a Goat Simulator [3] rip off, in terms of theme, even today. Incidentally Goat Simulator released just a couple of years prior to this game, so it was going to be bucketed there even harder back then. There's also the issue of price. You're going to be compared against games of the same price (such as Goat Simulator, again), and $10 is a relatively hefty price for this sort of game.

The game almost certainly would have well more than 5x the success it did at a price tag like $2, where it can be more comfortably bought as a joke or whatever. And if you want to get into meta-market gimmicking, add Steam cards. There's lots of collectors who will pick up cheap games with cards because in a number of cases, cheap games on discount can be bought for 'profit', where the card values themselves become worth more than the game.

But really most of all, just make a fun game. We live in an era where games can stay purchasable indefinitely on both PC and consoles. If you make a game that people will organically go out of their way to recommend, you're going to succeed. There's an ever increasing number of long-tail successes, and in games I expect this to increasingly become the norm. Even for games like GTA V, it's long tail success [5] is really starting to rival that up-front success that marketing budgets in the hundreds of millions buy.

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[1] - https://steamcommunity.com/app/342920/discussions/

[2] - https://store.steampowered.com/app/386940/Ultimate_Chicken_H...

[3] - https://store.steampowered.com/app/265930/Goat_Simulator/

[4] - https://www.youtube.com/watch?v=r-6Wwd184uo

[5] - https://steamplayercount.com/app/271590

Re: Releasing an indie game on 3 consoles at once and failing financially (2016)

#42
post #25

When the movie "Indie games" came out, this was the prime time to get indie games out. The whole indie market thing was hot. But at a certain point, thanks to the free availability of game engines and their overal quality, the market got flooded with developers living on 5c a week and eating noodles, working on serial games and releasing top quality indie games. It became a game of marketing. And sadly that's where w…

I disagree. There are still "true" indie games out there. Just the masses of games produced that call themselves "indie games" are not. Often it seems to be used as an excuse for an unpolished, boring and in the end shitty game.

You are right that it became a marketing game. It was a hype and everyone started to call its product an indie game. The solution however is not more marketing. It will automatically solve itself. Games made by passionate small dev teams that really love what they are doing will still produce indie success hits.

Re: Releasing an indie game on 3 consoles at once and failing financially (2016)

#43

I'm not sure why exactly but I see so many " Deluxe" titles out there I just assume they're janky cloned 5-minute games with 50c in the discount bin. At least for me, the name is an immediate "no".

There are exceptions, like Transport Tycoon Deluxe

Exceptions reinforce the rule. The other games that have Deluxe in their title have such strong titles, that the "Deluxe" part is often overshadowed. The article gives some examples:

* The Elder Scrolls IV: Oblivion Deluxe

* Assassin's Creed 2 Deluxe

* Mass Effect 2 Digital Deluxe

When the fast cognitive System 1 [1] has to make an initial impression on a title, it uses all biases available to waste as little energy as possible to come up with an answer. "Unknown Deluxe" is very fast labeled as " janky cloned 5-minute games with 50c in the discount bin". "Assassin's Creed Deluxe" is just as easily labeled "some newer / improved release of Assassin's Creed".

[1] https://en.wikipedia.org/wiki/Thinking,_Fast_and_Slow

Re: Releasing an indie game on 3 consoles at once and failing financially (2016)

#44
post #6

> You also need to have a good title that is both memorable/catchy and describes the game well. I feel like "get the goat" was just screaming to the be the name of this title. (they even use this term in some of their marketing)

Such a missed opportunity, the current “Toto Temple Deluxe” sounds like a generic casino game

It's just my pet peeve, but I absolutely hate the titles with "Deluxe" in them.

Maybe it's okay for a game that has lots of DLCs and a Deluxe version that comes with all (or the most important) DLCs. But nothing else.

Re: Releasing an indie game on 3 consoles at once and failing financially (2016)

#45

I'm not sure why exactly but I see so many " Deluxe" titles out there I just assume they're janky cloned 5-minute games with 50c in the discount bin. At least for me, the name is an immediate "no".

There are exceptions, like Transport Tycoon Deluxe

This was probably the game that set this trend.

Re: Releasing an indie game on 3 consoles at once and failing financially (2016)

#46

I'm not sure why exactly but I see so many " Deluxe" titles out there I just assume they're janky cloned 5-minute games with 50c in the discount bin. At least for me, the name is an immediate "no".

There are exceptions, like Transport Tycoon Deluxe

Yes, but that was released in 1995, way before all the shovelware of the 2000's.

Re: Releasing an indie game on 3 consoles at once and failing financially (2016)

#47

First the Ouya, which turned out to be a total flop, and then the Wii U, which Nintendo marketed so badly many people thought it was an extension for their Wii. This company sure made some unlucky bets! Throughout the article I kept coming back to how generic the name sounds. It conjured pictures if the digital slot machines that are free mobile games, with gameplay loops mostly consisting of waiting or paying money…

> Wii U, which Nintendo marketed so badly many people thought it was an extension for their Wii I can't decide if that's better or worse than Xbox. Xbox One isn't the original Xbox? And do I want Series S or X?

And at a glance I have no idea whether S is better than One without going to Wikipedia.

Re: Releasing an indie game on 3 consoles at once and failing financially (2016)

#48
post #37
post #36

Earlier quoted context omitted.

Microsoft decided to name their consoles that way, because they didn't want their console to be one number behind the PlayStation.

They solved it on 360. Its successor should be 361.

XBox 365.

Re: Releasing an indie game on 3 consoles at once and failing financially (2016)

#49
post #37
post #36

Earlier quoted context omitted.

Microsoft decided to name their consoles that way, because they didn't want their console to be one number behind the PlayStation.

They solved it on 360. Its successor should be 361.

They could have used increasing rotational degrees - Xbox 360, 540, 720, 900 and so on. Just like action sports, very extreme.

Re: Releasing an indie game on 3 consoles at once and failing financially (2016)

#50
Before opening the article I was thinking "I bet its another 2D side-on platformer". The genre isn't even mentioned in the article, but from looking at all the screenshots (as I would on steam) I can't see why I would buy this over the other three thousand or so 'indie platformers' released each week. They need to do something different, not in theme, appearance, gimmicks or whatever, but in actual game style.
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