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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)

#81

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

Also perfect example of kinda eeh updates "Deluxe" versions can contain.

New biomes were kinda interesting, but were they really needed?

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

#82

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…

> There is no recipe for success in games, beyond making good games. There was an ancient gamedev site in the ancient times of 2000-2001-or-so when the "indie" term first started being used online to describe what up to that point was largely called "shareware games" and the term already a lot of negative connotations attached to it. I don't remember much about the site because i only found it around when it shut dow…

[deleted]

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

#83
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…

For me the main problem with indie games is the amount of value you get for your money. Games are software, if you sell 10 copies or 10 million, it’s basically the same amount of work. That is: no matter how big your development budget is, or how many you expect to sell, 100% of that budget goes into developing 1 copy of the game. However, the actual budget does scale with the number of expected sales. A game that is…

Your logic is 100% correct until you realize the only conclusion it drives to is: there is no small teams that make software, TV shows, comic books, anime, movies, books, and video games that can survive.

The fact is game taste is quite subjective and different people value different things.

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

#84

The game looks just bland.

It was 8 years ago and the Indie game scene was not so saturated with games in this style and genre.

https://steamdb.info/stats/gameratings/2015/

Steam releases in 2015. Some 2200+ titles in total. Lot of them indie.

Notable pick at least Duck Game. For something completing in multiplayer games.

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

#85
post #73

Earlier quoted context omitted.

> I understand how overworked the lone dev must've been Not sure that you do, especially when offering "just add multiplayer". Clear sign that you are not a solo game developer.

It was a massive mistake in game like this tho, the mistake many other games like that died by. Appeal of buying essentially party game where you need other people in same room to get the most of it (games like that are rarely good singleplayer) is very low, even worse in pandemic. Not saying it would make game succeed, as that's still 90% marketing in oversaturated indie market, but it is a thing that would make me…

I'm still quite surprised by the fact that Overcooked succeeded without an online multiplayer mode.

*I don't know how successful Overcooked was, but it was successful enough for them to make Overcooked 2

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

#87
post #70

Earlier quoted context omitted.

> The AAA game may cost me 4 times as much, but it gives me 400 times the value. So what non-multiplayer AAA game you played 400 times as long than an 10 hour indie experience ? Or did you had 400x the fun playing it? That's very MBA way to look at it. Game's budget is only vaguely correlated with how good it is as a game . Sure prettier blah blah blah, but we had plenty of big games coming out mediocre and just bein…

> if I look at the top amount of spent time in game (the "value" per spend money) it's some small dev management games (Factorio, Banished, Rimworld, X4) I don’t care for those kinds of games at all. That’s the problem with most indie games: they rely solely on gameplay. Me, personally, I’m more into story driven games, and that additional budget buys you better writers, actors, mo-cap, etc. > the type of game that m…

> I’m more into story driven games

I have yet to see a story as good as the Blackwell series. Perhaps you have made up your mind that indie games do not have good story lines, so you are not looking for them. I don't know.

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

#88
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…

The market is saturated with remakes and games with nothing to say. This is the exact problem Norbet Weiner described in the 1950's book Human Use of Human Beings. Computers are characterized as a Spiritual Filter in that book and the aim is to get a message through the filter. These games aren't selling, cause everyone can tell they've got nothing to say. The know-how that goes into making them is very good, but the…

This might be harsh, and may be a crash isn't needed, but clearly if there's oversaturation, it is just natural that making "indie" games shouldn't make money. It is depressing perhaps for people who want to make games which clearly is a lot of people, but you're just upset at the economics of reality.

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

#89

The amount of negativity and criticism in the comments here is sad. Not only I think it's way too easy to criticize other's work and choices (in hindsight), but there's also a total lack of empathy. We should cherish many small developers and entrepeneurs that share their experiences with such honest and thorough posts about the experience as they offer unique and valuable inputs and reflections.

I mean, even if the developers did everything right, that's no guarantee for success; there's a ton of competition, and a lot of indie hits are more by chance than design.

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

#90

Earlier quoted context omitted.

It depends on what you mean by "true" indie games. Valheim [1][2], by any reasonable interpretation of the word, is a completely indie game. It was made almost entirely by a single guy in his spare time after work, well at least until it blew up and he was able to expand the studio. And it was released with little more than a post on itch.io - 'Hey guys here's my game and a couple of pics. Let me know what you think.…

don't forget Rimworld. One guy making a huge and sprawling game that ignored the studio sensibilities and became hit (and a couple of memes).

Rimworld (and I'm sure Stardew will also be mentioned) came out years ago though; sure, the indie market was hopping back then too, but it's gotten worse since then.
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