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When Game Development Stinks

jeffwofford.com

61–70 of 98 posts

Re: When Game Development Stinks

#61
post #22

So few Mac games make it down the transom that I do take note when they show up on Steam's list. Ultratron was one of them, though I didn't buy it because it didn't seem like something I'd be into. Whether or not the game deserves to be a blockbuster, it indeed stinks when hard-working developers don't have much of a net or runway to finally craft the next big indie hit. That said, there still seems to be opportuniti…

I bought Ridiculous Fishing out of curiosity for the water-themed game mechanics, but it's a very poor game, specially with the coins/store crap. It was sitting at the top of featured games, makes me think it's success has more to do with the names behind it than the game itself.

I think you've made a very big insufficiently justified leap to "very poor game". I also don't understand the remark about the "coins/store crap". Unlike many other iOS games, it has no in app purchases.

If you read interviews with the creators, you'd see that they wanted a very tight reward loop for the game. They also wanted to be certain that no matter how you played, you'd always feel like you could make more progress.

As for "the names behind it"; it's a group of Dutch indie developers. It's hardly selling because of their names.

I'd like to see a more objective, reasoned post from you about why it's a "poor game".

One of the most important things I learned in life was how to more objectively evaluate something by asking if it was well made, used techniques properly, etc. You may not personally enjoy the game, but that does not make it a "poor game".

I think you should have said, "it appears to be a well-made game that clearly the creators spent years polishing, but the gameplay itself is not something I enjoy".

Re: When Game Development Stinks

#62
Game development never sucks! Believe me, what sucks the most is the public mood.

Think about it, what if Gangnam Style would not have released, the RIGHT time? Psy would have said music video development sucks?

Re: When Game Development Stinks

#63
post #13

On the strength of this article I downloaded the demo, and it was a long way away from "a visual lollipop of swirling color that leaves your eyes sparkling and pixelated for hours". In fact, it was deathly dull. I gave it five minutes and encountered nothing remotely resembling challenge or interest. The graphics aren't bad , but from the article I was expecting to be blown away; I saw nothing that hasn't been done f…

Maybe that is why it is almost impossible to tell what the game play is like from their video.

Re: When Game Development Stinks

#66
I'm sure the author already knows the facts of life, and was merely sharing his lament of those facts. But for the benefit of anyone who doesn't know, especially kids:

This is not a viable way to get paid.

1. Do something you enjoy

2. Collect payment

This is a viable way to get paid.

1. Select a person or group that has money

2. Figure out what they are willing to pay for

3. Do that thing

4. If you haven't received payment, return to step 1

Re: When Game Development Stinks

#67
A decade ago when I first released my shareware app for users of eBay, I actively participated in a video game forum. Why a game forum? I wanted my software to feel fun and exciting to use, and in 2003, nearly all software I could think of had a crappy user interface and user experience.

Cas complained in many forum threads about about how hard and unprofitable it was to finish a game. I remember writing a particularly long post about how he should just work on his game and everything will work out. Also, I repeated advice many gave that he should use existing game libraries and engines, and focus on finishing the game. Also, that he should create casual games rather than retro arcade games.

Knowing nothing about him, except how much he stood out trying to do things his way, it's amazing how determined he's been.

I realized only recently that Minecraft was created using the lwjgl (http://www.lwjgl.org/), the lightweight Java Game Library that Cas created as a result of writing his own games in Java (how crazy!) instead of using existing open-source and closed-source game frameworks.

Not many people have the drive to create exactly the kind of games they want to play, as well as their own developer tools, for over ten years.

There was nobody there to tell him that he needs to quit his day job and join a startup accelerator, as well as find a co-founder first.

The idea that you will eventually realize some financial gains if you keep releasing quality games or apps is common wisdom. But to actually realize, ten years later, just how rare it is for a developer to continue to make and polish stuff for themselves, regardless of what other people think? Or to have created something that enabled a massively popular video game to be created?

That's truly awesome, and I'm cheering for him.

Re: When Game Development Stinks

#68
post #13

On the strength of this article I downloaded the demo, and it was a long way away from "a visual lollipop of swirling color that leaves your eyes sparkling and pixelated for hours". In fact, it was deathly dull. I gave it five minutes and encountered nothing remotely resembling challenge or interest. The graphics aren't bad , but from the article I was expecting to be blown away; I saw nothing that hasn't been done f…

It's kind of an odd little game, but I thought it was fun and that it looked nice.

Wish I had read the help screen the first time through, but oh well.

Re: When Game Development Stinks

#69

I don't know about anybody else but I'm starting to experience indie game fatigue about now. Every time I open up Steam there is some other "8 bit" sidescroller or zelda clone on offer for £2.99. OTOH there are plenty of interesting RTS games I remember from the old DOS era that could make a comeback that would require art assets beyond pixelated sprites but still less technical than a modern AAA.

I don't know how any body game make a game profitable at £2.99

Re: When Game Development Stinks

#70

I don't know about anybody else but I'm starting to experience indie game fatigue about now. Every time I open up Steam there is some other "8 bit" sidescroller or zelda clone on offer for £2.99. OTOH there are plenty of interesting RTS games I remember from the old DOS era that could make a comeback that would require art assets beyond pixelated sprites but still less technical than a modern AAA.

I don't know how any body game make a game profitable at £2.99

By selling many copies? http://superhexagon.com
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