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Did I just waste 3 years?

infinitroid.com

181–190 of 582 posts

Re: Did I just waste 3 years?

#181

Game industry is the economics of superstars. The Macroeconomics of Superstars[1] >Abstract >Recent technological changes have transformed an increasing number of sectors of the economy into so-called superstars sectors, in which a small number of entrepreneurs or professionals distribute their output widely to the rest of the economy. Examples include the high-tech sector, sports, the music industry, management, fna…

Yes. At this point, recommending that a 9-5 programmer quit their job to work on an indie game is equivalent to suggesting a PR writer quit their job to write the next Great American Novel.

Re: Did I just waste 3 years?

#183
post #9

What is the target market for the game? I played Metroid when I was a kid on NES and the original gameboy. Games these days are a lot about marketing and huge budgets. The indie ones that do well need to be targeted as well as refreshing. Some hard thoughts just watching the video and reading a bit about the game: 1. I don't really like the graphics as much as I liked the original Metroid. This is probably just a per…

That was my first thought too. The author talks about the indie explosion, but I don't think they realize they are part of the problem. Clearly the author is a great programmer, as coding something like this definitely isn't trivial, but it lacks in other places, such as design, art style and sound effects. I understand programmers often like working on their own projects, and sometimes we end up with complete packag…

Working on a team without capital is a challenge.

Re: Did I just waste 3 years?

#184
To be a successful indie dev, you need to take an auteur approach: have a singular vision, create a unique aesthetic, and possess a fundamental understanding of the medium (gameplay). You also need to be able to balance all of these qualities with the resources you have at your disposal. If you have a great story, but no gameplay, you shouldn't be making a game. If you have an aesthetic, but can't implement it correctly, you're going to need to pay for assets one way or another. If your gameplay is merely a rehash of something old, you better have some twist to the other elements that makes it stand out. And all of this doesn't guarantee success, merely gets you to the baseline where you can be successful. Being good at programming is probably the least important skill in game development unless your idea is so innovative that you will need complex systems without precedence.

You need marketable differentiation.

Also make sure your game appeals to furries. That's where the real money is in indie game dev.

Re: Did I just waste 3 years?

#185

Game industry is the economics of superstars. The Macroeconomics of Superstars[1] >Abstract >Recent technological changes have transformed an increasing number of sectors of the economy into so-called superstars sectors, in which a small number of entrepreneurs or professionals distribute their output widely to the rest of the economy. Examples include the high-tech sector, sports, the music industry, management, fna…

Haven't read the paper, but kept me thinking about twitchers, youtube streamers and such...

Re: Did I just waste 3 years?

#186
Poking around the guy’s website [0], I’m not surprised his sales are so dismal- it’s a very earnest description of a project its developer obviously likes, but which he describes in terms of other, pre-existing games and game-styles (e.g., metroidvania, roguelike, procedurally generated, crafting, etc)... which reads as “a mashup of other games you’ve already played.” The one differentiating bit, that it’s a metroidvanian roguelike that can be played in the browser is buried a ways down the page (after a paragraph about how skillfully it’s coded- good on you, but players don’t care.)

If he really wants a commercial success, my guess is that he would be well advised to make a concerted, well-advertised run at the in-browser gaming market, and try to find ways to monetize that (likely by scummy micro-transactions.) His chances still wouldn’t be good, but perhaps better. (Getting on the front page of HN is a pretty good tactic too, though. : ) )

[0] Well, I spent about ten seconds reading the site’s front page, but that’s probably more than most of his hits did.

Re: Did I just waste 3 years?

#187

To be a successful indie dev, you need to take an auteur approach: have a singular vision, create a unique aesthetic, and possess a fundamental understanding of the medium (gameplay). You also need to be able to balance all of these qualities with the resources you have at your disposal. If you have a great story, but no gameplay, you shouldn't be making a game. If you have an aesthetic, but can't implement it correc…

woah, that certainly took a turn. not that i think it's wrong , just a humorously abrupt shift.

Re: Did I just waste 3 years?

#188
There's something I see as a mistake that people do over and over. There are fundamentally two markets you can target: niche or popular. The niche market is small but under-served and so it's much easier to stand out, but your potential market is limited. The popular market is huge, but it also tends to be over-served. You need to really stand out. It's going to require much more to be able to compete, but if you do manage to compete then your potential market is enormous.

Metroidvania and roguelike are two of the most crowded markets. And they're full of very good games that can be had for a few bucks. Competing here means you need something that really stands out. This, by contrast, seems very genetic and lacks the production values that can help mask an otherwise generic product. For instance this [1] is a metroidvania roguelike that can be had for about $4 on a sale (and is a great game as an aside). That's what you're competing against.

I think it makes more sense to aim for niche. And there's also the nice outlier that occasionally proves that niche wasn't really niche at all.

[1] - https://store.steampowered.com/app/252030/

Re: Did I just waste 3 years?

#189
post #9

What is the target market for the game? I played Metroid when I was a kid on NES and the original gameboy. Games these days are a lot about marketing and huge budgets. The indie ones that do well need to be targeted as well as refreshing. Some hard thoughts just watching the video and reading a bit about the game: 1. I don't really like the graphics as much as I liked the original Metroid. This is probably just a per…

Axiom Verge is a Metroid-type clone and it did extremely well. There's a market for it without a doubt, but the hurdles to clear are enormous.

Re: Did I just waste 3 years?

#190

You 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…

Minecraft.
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