Game Development: You Need $100,000
whatgamesare.com
whatgamesare.com
Many non-game applications have an adoption curve which looks something like the sales graph on BCC (100x now what it was at launch) or the famous YC "gradual adoption, spike, trough of sorrow, plateau, steady growth, traction" narrative. Games almost universally have a big spike at lunch, declining sales through the launch window, and then they fall off a cliff and never recover. The exceptions to this rule are so rare that even non-gamers know their names. My mom remembers Starcraft. You will not be Starcraft.
This greatly complicates post-launch marketing, iterating towards a game design which achieves fit with what customers will pay for, etc. (The ability to do that is one reason why social games work so well... that and fixing "our industry has no effing clue how to do customer acquisition" with copious helpings of spam spam spam your friends.)
If you just mean that your game won't be a hit, that's a risk no matter what you invest in it, whether it's long nights in your free time or a 100 developers and artists and several years.
But I think Dwarf Fortress and Minecraft are examples of breaking out of the mold of big AAA titles laden with creative assets and a heavy script, which are closer to interactive movies than DF and Minecraft.
But there is one more thing - we would have gotten a lot further with a second game. That year was mostly spend on doing the base technology and also learning to do a complete large game on my own (I had done a bunch of trivial games before and worked a few years on big titles with teams in companies - but never did a big title completely on my own before). So not sure if that $100000 rule is still valid for the second title.
Making a game for cheap requires realistic expectations and constraints. You're not going to hit every platform, you're not going to have AAA graphics, and you're not going to have 100 levels. That doesn't mean you can't have a compelling experience.
You can make a polished, successful game with two people and a couple weeks of work, if those people are experienced and you pick the right platform. Canabalt (http://www.adamatomic.com/canabalt/) is an excellent example of this. One developer did the coding, art, and sound. Another developer did the music. The Flash version only took a week to make. When that version was a wild success, a third developer ported it to iOS, which took a couple more weeks.
There are numerous examples of this throughout the indie games community. It takes a smart, experienced designer to make a successful game with such reduced scope, but it can be done.
I agree with the article that the money/time gets you to the point where you can polish the game. Angry birds is not the most innovative game but it's level of polish and crucially it's approachability certainly took half of the budget to create.
As an indie it's hard to step back and fund that level of consistency but it needs to be done.
Agreed, though I reckon polish in general is hard to estimate: http://jamespmcgrath.com/polish-takes-a-lot-of-time/
Apologies for the (almost) shameless self plug.
You (and the article) are absolutely correct. An unpolished productivity app can still deliver value if the output is complete, i.e. the majority of the value comes from the output, not the experience of using the product. Whereas games are all about the experience, so unpolished game is not going to provide the value.
if you count in man-hours, then yes it's into the 100ks.
going from the single indie developer perspective,
assume you pay yourself $100/hour game takes 4 months to develop total cost is 100$ * 120 days * 10 hours/day = 120,000 $
the cost for game assets have not even been included!
but no indie developer I know take these costs into account. Who actually cares about sweat dollars? If two-three people sit in room, code+draw for 4 months straight taking ramen noodles, launch and make millions off the game on iOS, they're not going to tell you "We spent $120k of our own money+time". Instead they'll say "We spent 4 months furiously making the game, living off ramen noodles in mom's basement"
in summary, the development cost could be either be close to zero, or $100k.
if you're hiring a team, yes prepare to splash $100k, but if you go indie, get some good game dev friends, and absorb all costs!
Remember, making millions is not guaranteed at the end of the journey. Even if you put in the right amount of polish and you've got a great game, there's still no guarantee that you'll be a hit.
Where game development really shines is when, as you said, you get just a couple chaps together working to make something really fun, and not caring too much of the money (up-front.)
All that said, game development and startups are from two different worlds, and they're only crossing paths a little nowadays because of companies like Zynga and Rovio making big bucks right alongside other Facebook and mobile apps. Otherwise angel investors probably wouldn't care a lick about gaming.
This is not an Angry Bird specific problem. The exact same thing applies to any polished software that appears simple and intuitive. A good example is Things by Cultured Code and a permanent trickle of complaints in AppStore reviews that an app that simple must not be costing that much. People just fail to realize that simplicity does not come naturally, it's a fruit of a long, laborious and exhausting process.
I think formula being followed for these articles lends them to being a little...exaggerated. (You NEED X to make a game)
I successfully shipped an XBLA game with one other programmer on my team. It took us 14 months, and we delivered on time, in scope, and on budget.
We had two designers writing scripts, so I _guess_ you could say we had four coders, but there was a vast gap in programming talent there. I had to go back through near ship and rewrite most of the scripts to fix all the bugs.
What you need, is to be smart about how you work (make tools to make making the game easier) and be realistic about what you can accomplish in your given budget/time frame.
I'm not saying gamedev is easy, it's hard, and it takes nearly as long to polish the game as it does to get it up and running. But there are so many target markets out there at this point that saying something like you need 100k/4 coders/100 hours of gameplay is foolish.
Don't get me wrong, there will (knock on wood) always be cheaply made gems popping up every year, but it really seems like there are more and more wolves in indie game developer clothing trying to cash in on the robust and evolving indie market--look no further than what Xbox is doing with the Summer of Arcade, those are some very well polished/well oiled professional products (Should Bastion really be considered Indie?), and some even have that indie charm we all love.
That being said, I wonder if games might be prepped for disruption. A big part of any polished game is user testing. How do we know its fun? We watch people play and see if they have fun.
Well, with the advances made in web analytics and the possibilities that graphics acceleration offers in modern (or maybe future) browsers, I could see studios and publishers selling games around a more iterative process.
An approach that finds the minimum fun experience and iterates from there could work very well on the web. Games like Asteroids and Missile Command do not need the polish others describe to be engaging, and then hosts of new features can be added over time to make such games more engaging. Add in the fact that web-based business models for games have proven recurring revenue through micro transactions can be very viable, and I think there could be a lean approach to game development.
Some people will be turned off by the earliest form of the game, but there are always more clicks to be had and leans startups using MVPs have to deal with this too. The key is to be learning about how to improve the fun factor every release.
As the game continues to improve, the user base will continue to grow. I'm not totally convinced that this could only apply to mmorpg's, but I'm willing to concede that it seems like the best genre to attempt this and to apply the microtransactions model.
The problem is that most single-player games are finite. Once people have completed them, they're done. Replayability is something comparatively few people can stand for any length of time, especially in a crowded market. Add the problem of an exceptionally short tail for most games (20-50% of total sales in the first month would not be atypical) and the value of updating the mechanics of your single-player game becomes much less valuable. Best to make another game in the series that improves all those flaws.
A few exceptions, all indie games: Minecraft, Eufloria and Darwinia. All of these have had major updates to gameplay over time.
if we look at social games, they are iterating every single day. It's come to the point where Zynga can tell if a game will be a hit or not, purely based on the collective data that they've achieved, over the course of 4 years. Not one Zynga game has bombed since Mafia Wars.
100kB including graphics.
Uses procedural texture creation. The group also made available the tool they used for generating those textures.
I have only done 2d games small games and saw how hard it was.
Some very popular (not the most popular) facebook games started with $0 budget yet have millions of users.
Someone had to make them. Just because they were bootstrapped does not mean they were free. You have to value your time at something.
That said, you are right, there are some success stories that don't have huge budgets. The article does attempt to address this though:
It’s easy to look at outlier examples such as the early Facebook apps and think that those games are normal examples of where dedication can get you, but you’re failing to take account of context if you do that. Very early adopters in a brand new market can afford to get away with appalling levels of production because the market is so new that there are no expectations. Most games are not developed for brand new markets.