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The Rise and Fall of the Lone Game Developer

jeffwofford.com

121–130 of 184 posts

Re: The Rise and Fall of the Lone Game Developer

#121
post #79

Earlier quoted context omitted.

I feel like we are in a golden age of PC gaming right now. Genres completely abandoned by AAA developers ages ago are seeing a resurgence thanks to crowdsourcing. Space sims have been all but dead since Freelancer in 2003 but now there are several to play and look forward to. Formerly obscure genres like roguelikes are seeing mainstream success thanks to high quality "roguelike-like" games like FTL. Hell, even the im…

> Formerly obscure genres like roguelikes are seeing mainstream success thanks to high quality "roguelike-like" games like FTL. I actually trace this to Diablo II and Torchlight. Yes, they aren't strictly rogue-likes—among other things they're realtime—but they raised excitement for the genre just the same.

I don't think Diablo and Torchlight had any influence at all on the current surge of roguelike-likes ushered in by Spelunky and FTL, though. They basically draw on completely different aspects of the roguelike tradition: the former takes the superficial D&D-esque dungeon crawling, plus lots of high-grade polish and minus the permadeath and much of the variety. The latter instead focuses on a wildly different experience for each runthrough, with permadeath as a matter of course, and can draw the superficial surface from anything (Indiana Jones-esque platformer, top-down crew management sim...)

Re: The Rise and Fall of the Lone Game Developer

#122

Earlier quoted context omitted.

There's a huge sense of entitlement with respect to iOS and Android apps. People want the world for free, and $1 means they OWN you. The race to the bottom with free being the default has spawned this attitude. And the economics work out so that an indie developer can't really break even on free; you need 10s of millions of users to produce a reasonable income from ads. You can be a critically acclaimed indie game an…

> There's a huge sense of entitlement with respect to iOS and Android apps. People want the world for free... Available substitutes affect the price of goods, and the internet has brought us endless hours of free distraction. (Also, prices can trend towards the marginal cost of production over time.) Supply and demand determine pricing, not the amount of labor that goes into production. The labor theory of value is t…

You're putting up a strawman; I'm not claiming I'm "owed" their money, nor am I asking for users to spend money on something that they don't consider to be worth it.

What I'm saying is that people should rate an app based on its quality, and not give 1 star as a result of their anger that they aren't getting tons more for free. Ratings should be about the quality of the game or app, not the price. If they hated the app, then fine, slam it in the ratings. But if they LOVED it and are just pissed they can't play more? Then they're jerks if they put a 1 star review up out of spite.

Just as the person asking $177 per kilowatt is delusional, so is the person who is demanding that I create games for them for free. I'm not acting entitled, I'm just trying to make games that people like enough to spend enough money on them that I can keep making games that they like.

I'm perfectly fine with the fundamental laws of economics, and I'm not asking for a special exemption. There were thousands of people who were willing to spend the $2 on my game before I switched to a "fremium" model (where the ratings ended up higher, but the income lower).

Aside: I'm not going to create another game like the one I mentioned above. Not enough demand and it didn't distinguish itself. I have no illusions there. People DID like it (I still, years after release, get fan mail), but I was paid a pittance for working on it.

I do have an idea for a game with a better supply and demand equation, and I have thoughts on how to monetize it, which involves payment for the game instead of ad support. And I would love to offer that game to users to test for free before they buy. But because of the quantity of jerks who feel entitled to get everything for free, and who will wreck the ratings of my game, I may not even offer a demo. [1] Which may itself kill the game. Time will tell.

[1] Just to be clear: Until you've installed a game you can't rate it. So if it's a free-but-limited demo they can rate it after they download it, but if it's a paid app they have to buy it to rate it.

Re: The Rise and Fall of the Lone Game Developer

#123
You know, I really want a good new game that actually captures my interest. I mean they happen, I still love those games, but I feel like we're over supplied with junk, and undersupplied with genuinely interesting games. I'm hungry and there's a mcdonalds on every corner, but I can't find a restaurant with a gourmet chef. I have so many unplayed steam games right now. Tossed some money on a hope, and after a few minutes realized it wasn't going to work out.

I think the thing that bothers me about this sort of "woah is the small guy" viewpoint is it's like "oh no the brilliant little artists got crushed by the corporations and the me-too hacks".

You know what, fuck that bullshit. Most games right now are asinine. And I mean even the indie wunderkids and the pretentious art games.

Here's the problem: nobody knows how to do this shit very well yet. It'll happen, eventually. They're learning, but it's not really very good right now. I mean people try really really hard. They deserve some success. But as far as the results go, most of them aren't that interesting. I want good games.

Re: The Rise and Fall of the Lone Game Developer

#124

Earlier quoted context omitted.

I feel like we are in a golden age of PC gaming right now. Genres completely abandoned by AAA developers ages ago are seeing a resurgence thanks to crowdsourcing. Space sims have been all but dead since Freelancer in 2003 but now there are several to play and look forward to. Formerly obscure genres like roguelikes are seeing mainstream success thanks to high quality "roguelike-like" games like FTL. Hell, even the im…

> 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 don't think there were many games that matched the complexity of Paradox's grand strategy games in the early 90's, but I'm curious to hear of any examples.

Re: The Rise and Fall of the Lone Game Developer

#125

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 don't think there were many games that matched the complexity of Paradox's grand strategy games in the early 90's, but I'm curious to hear of any examples.

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).

Re: The Rise and Fall of the Lone Game Developer

#127
post #61

Have a look at Steam top 100 and you'll see loads of games made by lone developers. I think it's a great time to be an indie game developer!

It's definitely a great time to be those indie game developers.

I'm not one of them and I'm having a great time.

Re: The Rise and Fall of the Lone Game Developer

#129

Earlier quoted context omitted.

I feel like we are in a golden age of PC gaming right now. Genres completely abandoned by AAA developers ages ago are seeing a resurgence thanks to crowdsourcing. Space sims have been all but dead since Freelancer in 2003 but now there are several to play and look forward to. Formerly obscure genres like roguelikes are seeing mainstream success thanks to high quality "roguelike-like" games like FTL. Hell, even the im…

> 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…

It's hard to make the case for the early 90s being the peak of game quality, use Origin as an example, and completely miss out a reference to Roberts Space Industries and Star Citizen.

The golden age is in the future, and the future is already here (just not evenly distributed).

Re: The Rise and Fall of the Lone Game Developer

#130
Am I the only one seeing a bit of delusional attitude in this article? Kickstart your ass off with a great game idea and you'll get paid what you deserve while still working by your passion. But wait I am not going to believe the author doesn't know about Kickstarter...
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