protip: (Note I am not really pro) Don't spend a year making one game. Make as many games as you can in a year.
Actual business advice: one really good game is better than a thousand OK ones. Gaming is a hits based business. Making small games and prototypes may be helpful for learning code and game design since there is more experimentation in the early stages of a project. But there's lots of things shipping a larger project will teach as well.
Battle of Brothers: A Video Game Programming Duel
31–40 of 42 posts
Re: Battle of Brothers: A Video Game Programming Duel
#32Earlier quoted context omitted.
Actual business advice: one really good game is better than a thousand OK ones. Gaming is a hits based business. Making small games and prototypes may be helpful for learning code and game design since there is more experimentation in the early stages of a project. But there's lots of things shipping a larger project will teach as well.
You are assuming quality is correlated with it being a hit, this is not true at all. Thinking of Flappy Bird as an obvious example.
Re: Battle of Brothers: A Video Game Programming Duel
#33Earlier quoted context omitted.
Actual business advice: one really good game is better than a thousand OK ones. Gaming is a hits based business. Making small games and prototypes may be helpful for learning code and game design since there is more experimentation in the early stages of a project. But there's lots of things shipping a larger project will teach as well.
You are assuming quality is correlated with it being a hit, this is not true at all. Thinking of Flappy Bird as an obvious example.
The game is not without merit.
Re: Battle of Brothers: A Video Game Programming Duel
#34Now this would be a reality show I would like to watch :) Thanks!
Yeah, we're brainstorming how to throw in some video / audio (podcast) to keep it entertaining.
Re: Battle of Brothers: A Video Game Programming Duel
#35Earlier quoted context omitted.
Do you feel all in-app purchases are shady? Or just the 'pay to win' types?
Not at all -- they are a necessity. I just feel that some developers implement them tastefully (map packs, new characters) while others are only focused on money. I'd like to offer IAP's that look like a mini expansion where at least a solid amount of dev effort is recognizable.
You will put a sizable dev effort into a 5.99 IA purchase that statically will not sell nearly as much as the game itself. Maybe that's not the exact case but this is the balancing act.
Personally I'd like to see the brothers produce concrete milestones. For instance, in the first month you have to ship the first paid version. Or whatever. So far, they haven't put their butts on the line for anything less than a year.
Re: Battle of Brothers: A Video Game Programming Duel
#36Earlier quoted context omitted.
Actual business advice: one really good game is better than a thousand OK ones. Gaming is a hits based business. Making small games and prototypes may be helpful for learning code and game design since there is more experimentation in the early stages of a project. But there's lots of things shipping a larger project will teach as well.
Actual business advice: creating a really good game is a black swan ( http://en.wikipedia.org/wiki/Black_swan_theory ) and multiple attempts will yield better results than a first big one (think very low probability as opposed to very very low probability).
Re: Battle of Brothers: A Video Game Programming Duel
#37Earlier quoted context omitted.
Actual business advice: one really good game is better than a thousand OK ones. Gaming is a hits based business. Making small games and prototypes may be helpful for learning code and game design since there is more experimentation in the early stages of a project. But there's lots of things shipping a larger project will teach as well.
You are assuming quality is correlated with it being a hit, this is not true at all. Thinking of Flappy Bird as an obvious example.
Re: Battle of Brothers: A Video Game Programming Duel
#38Re: Battle of Brothers: A Video Game Programming Duel
#39so are both of you aiming for mobile games or are you also considering a PC Indie game?
Re: Battle of Brothers: A Video Game Programming Duel
#40Earlier quoted context omitted.
Do you feel all in-app purchases are shady? Or just the 'pay to win' types?
Not at all -- they are a necessity. I just feel that some developers implement them tastefully (map packs, new characters) while others are only focused on money. I'd like to offer IAP's that look like a mini expansion where at least a solid amount of dev effort is recognizable.
Some things i really loved about the devs of BADLAND are that not only did they provide a huge amount of free content before the paid expansions, but the expansions were absolutely worth it! Further more they recognized the existence of a particular audience segment that would get absolutely hooked to their game and would aspire to be the "hard-core" ones. They rewarded them by providing challenges that would unlock the premium content. And while these were reasonably tough, they were also doable.