He doesn't mention how many hours he spent marketing it. I suspect not that many. I fully sympathize with his struggle, but this is a trap most programmers fall into so easily. Market need/fit > Marketing > Design > Programming when it comes to software products. You can't just build it and expect that they will come, unfortunately.
In "Start Small, Stay Small: A Developer's Guide to Launching a Startup," Rob Walling states three wrong reasons to launch something: 1. Having a product idea 2. To get rich 3. Because it sounds like fun This and other books on launching your own thing stress that you first have to find a market, then fill that market's needs. In the world of indie games I can't even imagine what that would be.
Did I just waste 3 years?
171–180 of 582 posts
Re: Did I just waste 3 years?
#172Re: Did I just waste 3 years?
#173Re: Did I just waste 3 years?
#174You made the mistake of thinking that anyone would care how many hours you spent optimizing some C++ function that does something already solved a hundred times in a hundred different game engines. It's a natural tendency for all programmers. But making a game in 2018 is far more of a creative endeavor than anything to do with programming really. You need a massive amount of top notch artwork, music, 3D modelling, sh…
Then I'm not a programmer :) Less optimizing means less work! I like spending my free time in all kinds of ways.
Re: Did I just waste 3 years?
#175Earlier quoted context omitted.
I would say that nowadays is not that difficult to have a game that works on both Windows and Linux. Also, it is a legit thing to point out when and developer complains about the lack of sales.
Seriously, how many Linux users you know that pay for software? How much would that increase indie's sales? By 2?
I have personally used hundreds of dollars on linux compatible games.
Re: Did I just waste 3 years?
#176Re: Did I just waste 3 years?
#177Earlier quoted context omitted.
I just had a look myself. The first one I see is "Fantasy Farming: Orange Season"[1]. Looks very similar to Stardew Valley, review average is 96% positive, but it only has 61 reviews (a good general indicator of sales) vs Stardew Valley's 86,000. I'm sure it's probably not as good as Stardew Valley, but one has probably 1400x the sales of the other. It did also release after Stardew Valley which is a problem. You can…
It's also immediately obvious that it's just an RPG Maker game with very little effort put in to conceal that fact. RPG Maker games generally don't do well, because 99% of them are garbage, and those that aren't go to great lengths to distinguish themselves visually, like Yume Nikki, and I don't know if that title ever was a commercial success.
Re: Did I just waste 3 years?
#178You made the mistake of thinking that anyone would care how many hours you spent optimizing some C++ function that does something already solved a hundred times in a hundred different game engines. It's a natural tendency for all programmers. But making a game in 2018 is far more of a creative endeavor than anything to do with programming really. You need a massive amount of top notch artwork, music, 3D modelling, sh…
> how many hours you spent optimizing some C++ function > You need a massive amount of top notch artwork, music, 3D modelling, shader effects, SFX, etc. to have a polished nice looking game. Top notch in any field requires optimizing hidden, underlying dependencies to deliver the best output. Optimizing code is not sufficient but it is usually necessary, especially if others have already solved it, setting the standa…
One should spend the time building a game, polishing it, marketing it, presenting it at shows, etc. and not trying to build the most efficient engine, just because engine building is quite fun - as long as the goal is to make money from a game.
Re: Did I just waste 3 years?
#179Whats the equivalent of testing your business idea before building a business in the gaming world ?
Re: Did I just waste 3 years?
#180Earlier quoted context omitted.
That's clearly not entirely true though, because there are hits. They're just extremely rare, but extremely visible. You can read interviews with the Stardew Valley guy all over where he talks about spending 4 years working solo on his game, refusing to give up on realising his artistic vision. Then he releases and it's a mega-hit. That's a very seductive story. This isn't a problem unique to indie games. Every creat…
You may have missed the nuance in the comment you're replying to. Everyone knows that it's possible to win the lottery. But the best advice you can give is to tell people they're never going to win the lottery. People who are super passionate about making indie games I'm going to do it regardless, so this is good advice.
I think such advice misunderstands the psychology of why people gamble on very long odds. The primary drive is emotional, not rational. The rational brain only has to be convinced that a theoretical possibility exists. After that, it's a matter of emotional appeal, and culture is very good at presenting seductive narratives based on rare occurrences.