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The Rise and Fall of the Lone Game Developer

jeffwofford.com

171–180 of 184 posts

Re: The Rise and Fall of the Lone Game Developer

#171

I dabbled in shareware games for roughly 20 years. I had high hopes for making a revolutionary game and my ship coming in like Notch, but what I found was that making a game was never the difficult part. It was always about funding - making rent each month, affording food, etc. It was also about telling people no, because the closest people around me were often the most demanding of my time and energy, even going as…

See, I disagree with your "budget".. all it takes is a computer and a dream to build whatever you want. It doesn't take budgets.. Can you do it in the same time a team with 30 million in funding? Hell no, but with the right group of people and a lot of persistance you can make anything happen.. see SWG Emu http://www.swgemu.com/forums/index.php it's taken years, and years, but with determination and $0 budget they've…

Ya what you say is true, it's definitely possible to make a game as a side project while working a day job. The only problem is that it’s difficult to know if/when to throw in the towel. My old partner and I ended up spending 11 years on a game that way. That was before Kickstarter, although I'm not sure anyone would fund the style of game we were making because it was just a 2D platformer sequel.

It’s also true that there are few or no expenses in programming other than labor, but even living a subsistence lifestyle adds up. I think we each averaged over 500 hours per year, call it 10,000 total to be conservative. So we could have made the game over about 2 years if we could have raised $70,000 and paid ourselves minimum wage (which just barely makes ends meet for a single person where we live in Idaho). Instead we worked a bunch of dead end jobs, I ended up moving furniture for 3 years and my partner got sucked into computer repair rather than programming. We would work seasonally and then be on call at home during slow parts of the year and spend what money we’d saved on rent and food while we hacked on the game for days on end. Struggling with burnout and destitution for so many years set our careers and personal lives back so far that we still haven’t started families and we’re pushing 40.

What I learned from all of this is that if you want to raise money, you need to earn an order of magnitude more, somewhere between 2 and 10 times as much as you think, because of life’s expenses (mainly debts in this era). It works just like time where even tripling your estimate is sometimes not enough. As far as I can tell, there is nothing like an artist guild for indie programmers, no support structure to lend any dignity to the lifestyle through grants, commissioned work or the attention of benefactors. There’s just the starving artist mentality, which grows more unpalatable with age. I don’t view this as anything close to sustainable, so it’s no wonder that the overall quality of indie games has fallen to amateur levels (and eventually apps as their prices race to the bottom). It’s going to follow the same trend as books. I’m hopeful though that maybe something like a basic income might come along and rescue art from slow decline. Art is synonymous with culture so I guess that’s why I get so worked up about all of this, because I feel it’s intimately tied to whatever technological future we would like to see for ourselves and future generations.

Re: The Rise and Fall of the Lone Game Developer

#172
post #161

Earlier quoted context omitted.

Another great one-man-team is Lucas Pope, creator of Papers Please and (currently in development, but the demo has already seen great reception) The Curse of The Obra dinn, as well as a few Ludum Dare games.

Yup. The first person that came to mind for me was Terry Cavanagh. Also a one-man phenomenon.

I don't think he does the music for most of his games, though.

Re: The Rise and Fall of the Lone Game Developer

#173

Earlier quoted context omitted.

1. Blizzard only ever had extensive mod tools for their RTS series, not any of their other games, so this is not new. 2. Starcraft 2's mod tools are vastly more powerful than those from Warcraft 3 and especially Starcraft 1 (in some ways this is actually a bad thing). 3. Blizzard implemented a major overhaul of the custom games interface for Starcraft 2's first expansion in 2013, so clearly they still care. 4. Starcr…

I remember Diablo2 being heavily modded though

Right, but they weren't using any mod tools provided by Blizz.

Re: The Rise and Fall of the Lone Game Developer

#174

Earlier quoted context omitted.

We'll see if Star Citizen is as good as it promises to be, but until then, the height of Roberts' creative career is in the early 90s for now, before he went into movies with his disastrous Wing Commander film. Plus, he is just directing Star Citizen and not involved in development as he was during the Wing Commander series (where he was a programmer himself at least for the first 2 episodes).

Ah... a couple nitpicks there. First, Roberts did almost all of the initial Star Citizen pitch prototype development himself, with some assistance from CryTek employees. While most of his current time is more on the vision/direction side, I've read a number of discussion posts indicating he's still hands-on in the code when he gets a chance. Also, he's VERY involved in the design aspects. CIG recently published a bre…

Good points - I had the impression Roberts was not involved in direct development anymore, that is reassuring for Star Citizen I guess.

Re: The Rise and Fall of the Lone Game Developer

#175
post #155

Earlier quoted context omitted.

> I feel like we are in a golden age of PC gaming right now. Not really. Its golden Age was in the late 80s, early 90s, where games were still made by educated people FOR educated people, before the whole thing went mainstream and any sign of complexity went progressively down the drain so that Everyone could start playing games. I miss Falcon's 300 pages manual, or even Colonization's fantastic booklet that went far…

I think you're looking at a pretty narrow genre (Complex Games) and extrapolating the entire platform's content/potential from it. There are fewer people making as complex games as back then, but saying people are uneducated is a bit silly.

I'm not saying people are uneducated, I'm saying most games are made nowadays for the mainstream and I don't think you can argue gamers back in the mid-80s were more likely to be more of the college types of folks who happened to be early adopters in the days. Nowadays even 10 years old play on PC and that completely skews what games you make for that market.

Re: The Rise and Fall of the Lone Game Developer

#176

Earlier quoted context omitted.

I agree with you, but simulation games were a whole genre back in the early 90s. It has almost completely disappeared. Remember Microprose? Remember Maxis ? Remember Did ? Bullfrog ? They were all huge businesses dedicated to educated/curious gamers back then. Paradox falls into the indies - they clearly do not have much means (while they make great games).

Paradox has transitioned into being a niche publisher, particularly since merging with Slitherine. Also, DiD was, I believe, making simulation software for the RAF. I do really miss Microprose and Bullfrog. As a wargammer, I would add SSI, SSG, and Three-Sixty to that list as well.

SSI and SSG, good call, I forgot to mention them.

Re: The Rise and Fall of the Lone Game Developer

#177
post #118

Earlier quoted context omitted.

Too many developers start with basically a POC, sell it at normal release price points, and then development peters out after that. It seemed like this happened with Minecraft, it was just popular enough that the POC was good enough.

Minecraft's price has increased slowly as the game got more and more stuff, and the pace of improvements and additions has increased significantly over time. Minecraft today is $27 (and totally worth every penny and then some), but this is very much not what Minecraft cost 2 years ago. The alpha version was €9.95 and the beta was €14.95. So no this is not at all what happened with Minecraft.

Yeah, this is the way to do it, and I hope it starts to get more common on Steam and other platforms.

Charging full price for alpha versions of your game, then putting it on sale once it's done, is a slap in the face to your biggest fans - and the people who will most likely help you succeed via word of mouth.

Re: The Rise and Fall of the Lone Game Developer

#178

Earlier quoted context omitted.

> from being in the best of its genre I loved Monument Valley and would be delighted to find more games in that vein. What do you have in mind?

Not OP, but you should totally try Windowsill, Botanicula, and EYEZMAZE's series of GROW Flash games. :) Oh, and Fez, of course.

I was super excited about Fez because I loved the art style. But after twenty minutes of playing, I gave up, totally disoriented. I have a terrible sense of direction in general and that game was just me wandering around lost and miserable. :(

Re: The Rise and Fall of the Lone Game Developer

#179

Earlier quoted context omitted.

Not OP, but you should totally try Windowsill, Botanicula, and EYEZMAZE's series of GROW Flash games. :) Oh, and Fez, of course.

I was super excited about Fez because I loved the art style. But after twenty minutes of playing, I gave up, totally disoriented. I have a terrible sense of direction in general and that game was just me wandering around lost and miserable. :(

For me it was the first puzzle. The mechanics weren't clear and I had several glitches. The rest of the game was alright, but quite overhyped. I liked The Floor is Jelly a lot more, but it didn't get as much attention. Sometimes it pays to be a drama queen.

Re: The Rise and Fall of the Lone Game Developer

#180
post #9

Personally, I'd like to think that the good games will still rise to the top. Monument Valley wasn't a fluke; it's a game based entirely about the art and the content, rather than stale one-off game mechanics that could be cloned in an afternoon. It got noticed because it was deep and unique. (Did they even do any marketing?) I've rarely found a game with that same level of quality that got no attention[1]. Most of t…

> I've rarely found a game with that same level of quality that got no attention

If such a game got no attention... how would you find it?

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