There exists large value added chain for specialized tools, arts and libraries.
Programming is fun for a lot of people. They love the process, enjoy the reading and learning, get a kick out of things like optimising code for a speed boost. IMHO that's awesome. So few people have any real interests, so if you have one, indulge it.
Just call it what it is - a hobby - and reframe your thinking. No other hobbies are indulged because we expect to make money directly out of them, e.g. no one playing soccer in a park expects to go pro, they just love playing. Why should hobby coding be different?
Reframing it as a hobby changes the equation from $0.01 an hour, to "OMG, someone, anyone, wanted to give me money to indulge my hobby!" Then what starts as a time and money sink becomes instead what you live for, and a positive in your life.
This is the ongoing march towards post-scarcity. We now have enough people with skills, experience and tools necessary to produce a quality indie game and a desire to make one, that the market price is far below the cost of production, and rapidly approaching zero. Essentially, these developers are spending (resources: time etc; although sometimes money as well) to scratch an itch.
And trying to recoup at least a part of those losses by selling the result is not unreasonable, but it should be considered a best-effort optimization. In the end, you still end up paying for the privilege of, essentially, having other people admire your work. It reminds me of some sci-fi story I vaguely remember from a long time ago, about a true post-scarcity society where everything is free, except for other people's attention, which therefore becomes currency. There's nothing else to do for humans other than arts, so everyone is doing that - and now you're paying someone to e.g. read your book, and then they can use that money to pay someone else to look at their painting etc.
If we didn't have to worry about money, then fewer of us would have to... worry about money when making art.
> We now have enough people with skills, experience, tools, and free time necessary to produce a quality indie game and a desire to make one, that the market price is far below the cost of production, and rapidly approaching zero.
Where "free time" is that not used up by work that pays for food etc.
Which does mean that people for whom art is a hobby are destroying the market the people for whom art is all they want to do, except for truly great artists where the quality of the art is so exemplary that hobby artists just can't compete.
But I'm not sure why it's a bad thing in and of itself - nobody has a fundamental right to earn a living by performing some specific activity and no other. The job market defines what activities translate to paid jobs, and which ones can only be hobbies, and that is going to change over time. At the point of a true post-scarcity, everything becomes a hobby, but it doesn't matter because you no longer need a job.
post-scarcity can sound nice, but in practice it currently means post-scarcity for the few, while most people live with incredible scarcity. We might have enough for everyone on the planet, but we sure don't share it equally. And that's not going to change automatically.
When and where the goal would actually be achieved is hard to speculate; I hope to see it in my lifetime, but only out of sheer optimism.
I'm not sure that's true. I don't see much ongoing march towards giving most people more free time. Inequality is generally _growing_, not shrinking. There is no ongoing march of history, just humans in political struggle for how resources are distributed.
There's definitely a lot more free time available to people today than there were in any industrial economy prior to 8-hour work days and similar advancements in labor rights. If you unwind back to pre-industrial, some argue that agriculture provides for a lot more free time than we're used to, albeit seasonally.
But free time is only one part of the equation - you also need education/skills and tools to create things. These days, many industrialized societies provide education for free, or so cheap that it's accessible to a great deal more people than it used to be - and then, of course, there's the Internet. Tools are also much cheaper; again, think about it in absolute terms, e.g. how a $20 power drill compares to your typical toolset 100 years ago, much less 500.
Our societies have plenty of problems, and I don't encourage rose glasses. But we should also recognize just how immense the advance of humanity has really been, when you look in the rear mirror. Or not even the mirror... if you were born in a developed country, find an immigrant from a developing one, and just ask them how they feel about here vs there.
In the U.S., certainly. In India or Nigeria or Honduras? Not sure.
At any rate, while I agree that in general the health and standard of living of many people is going up -- I lack your confidence that the amount of _free time_, and other resources necessary to produce creative work without compensation, that the majority of people on the planet has is going up or will continue to. It will for some.
Even in the U.S., do the poor have more free time to produce creative work than they did 100 years ago? I seriously doubt it.
The only way to make money with games is to sell games.
The tooling market is hard.
When you're committing 1000 hours of your free time to building a game from scratch, spending 30-40 building your own (hacky, not that great) animation pipeline for the learning experience is worth it over a £90 plugin. You don't really win this on cost/benefit over and above getting someone excited by the possibilities of your tool. Worth checking out Buildbox[0] for example.
Obviously studios are a different beast and it make sense for parts of their workflows to be custom. If you want to get a start in the goldrush, sell pickaxes, not JCBs.
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.
And in the professional market, the quality bar is pretty high.
then I watched the youtube video demo in 2017.
A 2D gaming scroller that requires 62,126 lines of code written from scratch? There's tons of libraries out there, game engines you could adopt, etc.
I would argue you could be an awful programmer and use prebuilt tools but have great design aesthetics, vision, music composition, and storytelling, and deliver something far better
And in the latter case, it's got to be a poorly written mess, no 2d platformer could need so much game logic. That's twice the size of the entire Super Metroid cartrige, engine and assets included.
I am sure that if Super Metroid were to be developed today in a high level language with the exact same gameplay logic, the resulting code would be in at least the same ballpark.
And I said that in response to the guess that maybe the 62,000 lines of code was all game logic, which is absurd.
Game logic, like, "when the player presses the fire button, spawn a missile" and "this enemy goes up 5 units, then goes down 5 units, then repeats". That's not the kind of thing that will change much from one metroid clone to another, regardless of what technology is used to make them. It is practically always the smallest part of the final product. And to have the game logic's source be bigger than the entirety of an almost identical game, with handcrafted levels, art, and engine included? It's absolutely absurd.
It was in service of the point above: that code is probably all the engine, which means that, yes, it probably was a waste of time, since engines made by professionals are available for free. At best, it's a line on a resume.
What do you base this statement on? There are several classes of games where this is definitely not true.
Oh, and lest we forget: game logic does not stop once you figured out at a high level that X has to happen. It still needs to set up and drive all the presentation that goes with it on top of the pure bookkeeping. The subtleties of this can be really amazing. To just name some trivial things that come to my mind: doors and elevators should stop when players stand in the way, players and objects should move with the platforms they're standing on (harder than it looks, esp. in 3D), enemies can't just be deleted from memory when their health goes below 0 (but their hitboxes might still go away immediately) and so on.
Yup, a lot of "game logic" is in fact bookkeeping, i.e. self-inflicted complexity. It's not necessary, but is what happens when you overdo it (though IMO it's more often a symptom of using more frameworks and libraries than less).
None of that really required an act of genius creative talent, though. Learning enough about audio production to create the set of SFX and music you already know you need from the top-down design of the clone-game you already know you're aiming for is effectively "just" grunt work. Sort of like how an actor learning the exact set of martial-arts moves they need to know to look like they know martial arts in one particular shot, which is intensely choreographed, is "just" grunt work. Stardew Valley's creator didn't need to develop the skills to be an amazing artist or musician, they just needed—like the actor—to develop the skills to create a particular pastiche of existing pieces of art and music.
The creator of Stardew Valley is, however, a natural talent at the particular meta-skill of "finding out what people want and tweaking things in response to those wants, never settling for doing 'merely' what they know how to do with the skills they already have, rather pushing themselves to the skill-level required to make people even more happy."
Would almost agree but you had to bring up this :). I actually talked with SDV developer about his music skills[0]. Turns out, music was his hobby prior to becoming a developer, so he has a lot of experience. So in this case I wouldn't say it's "just', and it definitely wasn't a skill developed for this game.
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[0] -- https://www.reddit.com/r/StardewValley/comments/4acds9/how_d...
I don't think so. The author mentioned in one of his interviews that he was the only person to actually play the game until the very late pre-release stages. Even those who signed him haven't really played it.
> 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 standard of performance that players expect.
The way to avoid optimizing core library code is to use someone else's library and build on top of that. But you can only do that so much. This is just an insanely hard industry to get into.
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.
I think gameplay and marketing win here. Consider two gamesL one has great graphics but bad gameplay, the other has bad graphics but great gameplay. The great gameplay game is going to win that match up.
The problem here seems to be that supply is geometricly growing whereas demand is largely fixed. To compete and be noticed you need to make a serious investment in marketing or get extremely lucky.
Yes, in terms of player satisfaction, but no, not in terms of sales. Terrible movies with great explosions out-earn great movies with low budgets every single summer.
They usually have bigger marketing than low budget movies.
> 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.
> Making g 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, shader effects, SFX, etc. to have a polished nice looking game.
> That takes either superhuman talent or a large team of specialized people beyond yourself.
I'm left wondering why the video-game industry doesn't have at least some sub-sector with an analogous pipeline, adapting (or in this case, "covering") low-budget indie titles that don't have asset-polish into AAA games, by giving them that asset polish.
Also even graphic novels are generally two person teams. I think trying to make an indie game with a small team (2-4 people) is way more realistic than doing it solo.
The most successful game of the year, Far Cry 5, has sold 1/20th as many copies as Minecraft has, a game that is ugly as sin and always has been, but it's fun enough that it doesn't matter.
There's no point in adapting a property if the adaptation won't grow the audience. The Walking Dead was a comic book superstar, selling upwards of 500,000 units per issue when it was picked up by AMC for the TV adaptation. The TV adaptation is now reaching 8 million viewers per episode, and that's considered low.
Perhaps the way to do it is to acquire the license for a 'masterpiece edition' ... release it five years after the original.
Current acquisition model by AAA is buy-kill, rather than buy-subsidize.
Minecraft was an underrepresented genre, released early, with an (accidentally) excellent marketing technique. Above all, the code is an atrocious, unoptimized Java pile of crap (Yeah, I used to be into Minecraft dev in the early days).
It's the best proof you can give that "making a game [...] is far more of a creative endeavor than anything to do with programming".
Yet another proof would be surprising number of very games made in tools like GameMaker - think Nuclear Throne, or Cook Serve Delicious. I actually took a peek at the sources of the latter (they were distributed with some Humble Bundle once), and it's... reinforcing this point.
I always advise indies to attend local meetups from game design schools, to learn about what actually matters when making a game.
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.
It's almost nostalgic, but nothing I'd buy to be honest.
I think the reason Minecraft was successful was first and foremost because of its concept. Looking at the author's game is seems pretty obviously like a Super Metroid clone (at least judging from a video, the level design looks like reskinned Super Metroid levels and many of the powers and enemies are extremely reminiscent of Metroid). I really like Metroidvanias but as far as I'm concerned it's really the art style that kills it, I'm really not fond of this pseudo-realistic tile work.
Then I'm not a programmer :) Less optimizing means less work! I like spending my free time in all kinds of ways.