I'm a little sympathetic but .... * Making games is like making music, movies, books, etc. in that the odds of you having a hit are very small. Thousands of people try, few are successful. * I've seen a several articles about games here on HN that have been about "me to" games. Clones of clones of clones. The authors want us to pat them on the back for making a ripoff? Sorry. Make something original. Personal opinion…
When Game Development Stinks
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Re: When Game Development Stinks
#42These days, it really takes an effort to find good music. It's the same thing with the gaming industry. There's so many games, it's hard for people to sift through the shit to get to a decent game. When you have an entire generation of kids with an attention span of a goldfish, unless you have millions in marketing, it's a long, long road till you make some money.
I'm reminded of the immortal words of AC/DC when they sang: "It's a LONG way to the top if you wanna rock n' roll."
Re: When Game Development Stinks
#43It sounds like there is a need for a good indie game publisher. Someone that can find good indie games and get them the publicity they deserve.
And that publisher is... Steam. The trouble is even with the might of all those well-targeted customers there's still only a few thousand sales to be made - and thanks to the sudden change in the pricing of games in the last 5 years or so, you can now only make 1/10th of the money from a sale that you could before. In my original posting I wasn't really trying to complain about the situation; just showing the facts a…
It seems like the more interesting question is what a developer can do to increase their likelihood of winning the indie game lottery. Besides making a good game. FTL did it by getting lots of publicity from being an early game development kickstarter success story. Legend of Grimrock had excellent graphics for a 4 man indie game, resurrected a genre that had been dead for a couple of decades, and got good launch-time reviews in a lot of big PC game publications. (I expect that the nostalgia effect was a factor both in getting the reviews in the first place, as well as in them being so positive).
Re: When Game Development Stinks
#44Why would the author expect big sales from a polished version of a 30 year old genre? Look at his competition: Here is another $4.99 game in the action/indie category http://store.steampowered.com/app/211400/ The recent big indie hits are genre defining or at least have very unique gameplay. (minecraft, ftl, etc)
Re: When Game Development Stinks
#45So I downloaded and fired up the Ultratron demo. I figure this might be right up my street.
But I passed on it.
To begin with, it didn't play, or sound, anywhere near as compelling as Robotron. Robotron is a visceral, intense experience. When it starts up, it starts up LOUD, your gun fires a rapid, punchy pow-pow-pow noise, amidst various other electronic squawks, you are placed slap-bang in the middle of a higgledy-piggledy gang of hostile robots all heading in your vague direction, and you've got about a quarter of a second to work out which is the right way to move and which way is the right way to shoot to Macguyver your way out of this wave and live for a few seconds more. It's fast, intense, and if you're doing it right, at some point zen kicks in, and conscious thought gets out of the way - you're running on instinct and adrenaline; the game has shortcircuited most of your brain and you're just a vessel for connecting the Robotron machine directly to your lizard backbrain, via a set of fingers. Somewhere in that zone, high-scores get made.
When the Ultratron demo starts up, you're in the middle of the screen, a few slow, passive bad guys are placed somewhere out of the way in the corner, and you have plenty of time to shoot them all (by pointing and clicking) before anything dangerous happens. And then you do it again. And again, with some slightly-varying bad guys. There's nothing intense, or rewarding or difficult about getting past a wave. I figure the game might get better or harder later on, but there was nothing to indicate it would get harder in a satisfying way. It's just chewing-gum for your thumbs.
Ultratron (or at least the demo) doesn't bring any new or compelling game ideas or mechanics to the table either. There's things to pickup including Pacman-style fruit. There's things to shoot at, including Centipede-style spiders. There's boss monsters. There's powerups you buy with coins you pickup. The demo didn't show me anything I hadn't seen a thousand times before in a thousand other games.
The name and the advertising played up Ultratron's Robotron roots, but it didn't once hit my Robotron G-spot, and I didn't see anything new to engage my interest either. Nothing about the game (as opposed to the front end) struck me as bad, but nothing struck me as particularly good either.
We're spoilt for indie games these days - even us Linux-users. I'm currently divvying my gaming time between Super Hexagon (a hypnotic arcade-style one-more-go two-button frustration-fest that DOES tickle that lizard-backbrain), Kerbal Space Program (don't let the muppets fool you, there's a pretty hardcore sandbox space sim going on) and Crusader Kings 2 (medieval grand strategy, where incestuous Royal Marriages and tactical infanticide are as essential as warfare for achieving your territorial ambitions. Think of it as a blend of history book, wargame, soap opera and crack cocaine).
I'm being introduced to new, clever, and interesting games all the time now. It's a buyer's market for gamers these days, and Ultratron just isn't cutting it as far as my free time is concerned.
Oh, one more thing - if you're reading this Puppygames, having a 5-second nag screen advertising the full version after the player has played your demo and is trying to quit is a big turnoff. I tried your demo, I quit it, and I want to do something else. Making the player wait 5 seconds to watch your nag-screen BEFORE playing the game is acceptable - these days, the person playing the demo realises it's the cost of playing the demo without buying the game. Holding the player's operating system to ransom while you throw advertising at him or her is simply not cool at all.
Re: When Game Development Stinks
#46I can summarise some of the perplexity that arise with five words: Explain the Binding of Isaac.
Re: When Game Development Stinks
#47I'm running Linux exclusively these days. I think Eugene Jarvis' Robotron 2084 is one of the best video games ever made. I read the very positive RockPaperShotgun writeup. I noticed that it was cheap on the Steam sale, and I'm perfectly happy to fire money towards games that I feel might be worth it. I also played and enjoyed one of Puppygames earlier offerings, some tower defence game that made it to a Humble Bundle…
Re: When Game Development Stinks
#48I'm running Linux exclusively these days. I think Eugene Jarvis' Robotron 2084 is one of the best video games ever made. I read the very positive RockPaperShotgun writeup. I noticed that it was cheap on the Steam sale, and I'm perfectly happy to fire money towards games that I feel might be worth it. I also played and enjoyed one of Puppygames earlier offerings, some tower defence game that made it to a Humble Bundle…
What are you talking about? Just hit the button to close the game.
Re: When Game Development Stinks
#49People just want to have fun with games, they don't care about how advanced the AI is, or the physics of explosions and stuff like that. Sure, some people do care about this things...
Did the company make any research to see if there was demand for this kind of game? Doesn't matter how technically advanced the game is if no one want's to play it.
Re: When Game Development Stinks
#50> But the customers have stopped listening by now and are giggling along with a game that makes farting noises when you mash a red gradient rectangle with your nose. People just want to have fun with games, they don't care about how advanced the AI is, or the physics of explosions and stuff like that. Sure, some people do care about this things... Did the company make any research to see if there was demand for this…
Our original blog post was about how much it costs to make such a game, and how much money such a game earns typically, not about whether it's a failure or success.