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…
This isn't new. It happened before the internet to books, music and film. The internet has just amplified it.
Did I just waste 3 years?
291–300 of 582 posts
Re: Did I just waste 3 years?
#292Earlier quoted context omitted.
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.
There are even now niches in gaming that are under served, and games in these niches are much easier to market. You can engineer a relatively high chance of success but it requires two things: 1) Actually picking an under served market. Meteriodvania style games are not one of these, there are a ton of game out there fulfilling that need. 2) Really really understanding the audience. You have to know what details of t…
See: Stardew Valley, Cities Skylines, etc.
I'm very keen to see how Ready or Not does, when it releases. Everyone I know who played SWAT 4 back in the day loves it, and there hasn't been a comparable game since.
To throw out an example of an "available" niche: I think the first dev to bring out a modern version of Need For Speed: Underground, with decent car physics (similar to something like Grid: Autosport), is going to strike an absolute gold mine. NFS was literally all anybody at school talked about for years and years when U1, U2 and MW were coming out. Every game since has been complete rubbish, the new ones have physics so bad it feels like you're just gliding around on a magic carpet with a car body attached to it.
Re: Did I just waste 3 years?
#293Earlier quoted context omitted.
> The solution is to market, market, market. Distribute keys to streamers, contact publications, optimize for off-days when they need something to write about. There are no "off days". There is no "solution" for this title, except maybe a total visual makeover, which is probably out of the question. Some titles fail, end of story. > Everything looks okay, especially for a small team effort, but it needs more polish.…
To be fair, didn't Factorio start out with poor graphics and improved them over time?
Re: Did I just waste 3 years?
#294Earlier quoted context omitted.
Minecraft.
People always say Minecraft doesn't have good graphics or whatever, but that game's color palette and overall design aesthetic is VERY good. Everything is consistent, and when you're playing it you forget that it doesn't look "real." The game from the article is not in the same league.
OPs game looks dated, weird and reminds me of about 30 games I have in my library already.
Terraria seems closest to what he has done, but Terraria is so, so much fun and I've yet to finish it.
It's tough to break into the 2D platform market.
Re: Did I just waste 3 years?
#295If you're trying to sell games, your site focuses on all the wrong things.
1) I need a reason to want to play. Some games present themselves as a challenge to overcome (e.g. Volgarr the Viking, Dustforce), while others have some kind of interesting narrative or world to explore (e.g. Metroid/Binding of Isaac.) Some games promise comedy (e.g. Enter the Gungeon.) I can't tell what your hook is. Weapon customization and survival are fine game mechanics, but they're not a reason for me to want to play all by themselves.
2) Artistic theme. Games that age well have a cohesive look-and-feel. My initial impression of your game's theme is "asset store default." Maybe you didn't use an asset store, but that certainly is my first impression
3) When I hear "procedurally generated exploration" I have a negative reaction. It is incredibly difficult to do well, and when done any way other than well, it becomes boring and repetitive almost immediately. On your site, I am given no reason to believe it was done well.
These three things, taken together, mean that I probably wouldn't play your game even if it were offered to me for free with no strings attached.
Re: Did I just waste 3 years?
#296Earlier quoted context omitted.
Yeah, the entirety your comment pretty much mirrors what I'd have to say in reply to his post. The only other thing I'd add for Luke is - do you enjoy playing this game? As in, have you sunk a whooole bunch of hours into playing it, simply because it's the only game available (that you made precisely because there's nothing else) that scratches this very particular itch?
I'm afraid this was my first thought having watched the video — does it look fun ? I'd like to think that the foundations are in place to make it such, but from what I saw, I saw a lot of [highly capable] box ticking, but not a lot to make me want to take it on.
In contrast, Mario looks fun and jolly and silly.
Re: Did I just waste 3 years?
#297Earlier quoted context omitted.
If a lone programmer wants to write tight code for games, they should build game engines or libraries that games can use and then sell those to game developers. There exists large value added chain for specialized tools, arts and libraries.
Except that it turns out that artists and game programmers are too cheap to pay for tools, even if you can present them with a clear benefit in terms of productivity gain vs. sales price. To make matters worse, big companies that could afford those tools will generally only buy exceptionally well established tools and rebuild the rest from scratch in-house. The only way to make money with games is to sell games.
From Fledgling Founder to 7-Figure Deals with Stephanie Hurlburt of Binomial
Stephanie Hurlburt (@sehurlburt) shares the story of how she went from being an employee to being half of a 2-person startup that sells software to gaming companies, and all the steps in between. Learn how she quit her job, met her cofounder, landed lucrative contracting gigs, built a product, learned about sales, and stayed sane while doing it.
Re: Did I just waste 3 years?
#298I don't exactly know how you do this because I haven't done it before, but my naive feeling is that it's a huge risk to sit down for 3-4 years and just write code. You have to find a way to engage your potential future audience while you are developing the game. Many of the most successful indy games have the same development ethos of open source software: release early and release often.
Second, I think it's important to ask for money very early on in the process, if that's your ultimate goal. I think the article is good to point out the economics. Users have played 1000 hours (roughly 1 hour per user) and the dev has made less than $30. That's 3 cents per hour. There are plenty of games that cost $4-$5 that have no demo at all. Even at 1/10th of the engagement, you're still talking about $400-$500 rather than $30.
Finally, as others have said, I think the idea that you are going to strike it rich with your first game out of the gate is naive. Indy game development is about the long tail. Don't throw 2K hours into a game. Throw 200 hours 10 times and try to build up a revenue stream. At the very least, it allows you to pivot a lot earlier if you find that your are getting absolutely no engagement.
But at the end of it (and I haven't played the author's game, so I'm making no judgement here), a game has to be fun. You don't need a finished game to demonstrate the fun. That first proof of concept needs to be distilled down to pure fun. Once you've got that sorted, you can start working on the rest. I think it's temping to build a whole infrastructure of code (or write a game engine ;-) ) and then once you are hundreds or thousands of hours in discover, "Wait a minute... this game is actually kind of boring". Only now you have a legacy code base and it's really slow to start trying to morph it into something that is fun.
I was just looking at Kenta Cho's blog the other day and earlier this year he was doing a 256 byte JS Browser game challenge [1]. What interested me about his blog post is that he concentrated entirely on game mechanics. He tried a couple of game mechanics and then tried to mix and match them to find interesting variations. I think this is the kind of thing you need to do very early on in game development. Then once you have a core game mechanic that is really fun, you can start building a game around it.
[1] - http://aba.hatenablog.com/entry/2018/03/07/174528 (Sorry, Japanese only -- but has some interesting gifs)
Re: Did I just waste 3 years?
#299Game 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…
Isn't this simply a rephrasing of "winner takes all"?
"Superstar industries" follow extreme power law distributions, where, due to the low barrier to entry, high ceilings, and limited consumer base (there are only so many hours people can spend on entertainment), the pie isn't growing and new entrants aren't going to be able to carve out much that hasn't already been claimed.
It's not a new thing, the name comes from the music industry which acts the same way. Anybody can record a song and print it on CDs, but the market is already saturated: you have to either really really really stand out like nobody has in decades (An event so rare I couldn't find any examples), or you have to get the support of one of the big players (game studios or music labels) to lend you their resources and audience.
Re: Did I just waste 3 years?
#300He 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.
Its not necessarily marketing in the sense of A/B testing his game play or fictional background or artwork or whatever, but consider general user experience stuff. So I hear its a cool rogue-like but unlike the fifty indie rogue-likes I have languishing unplayed in my steam account already, I can play this one in the browser, whoa cool, technically impressive and maybe fun too. So I go to the web page expecting a sli…
My takeaway is: If your game fails then it simply wasn't good enough and making good games is hard.