Indie Game Dev: Assessing Risk
derekyu.com
derekyu.com
Talent is mostly sustained hard work, usually over years, decades or even a life.
And there is also luck. People always underestimate luck.
So I do think the motivation is the most important part, after all alot of the most well and content rich indie games like Cave Story or Rogue Fortress were made with much less than some of those kickstarters.
That being said, motivation is often a function of one's own specialities. It's rare to find people with both the artistic and programming rigour to realize a vision. But a look at the Skyrim or Minecraft modding communities are good example of the sheer amount of content and creativity that is unleashed once a good platform is produced. Unity & Unreal has made steps, but their learning curves are still too steep I think before one can really get their hands in working.
Among us is a nice example.
Transistor was quite a big success among indies[1]. Hades was the indie game of the year[2]. Then why Pyre, the game between these two big boys, flopped[3]?
In my opinion it's mostly the genre. "Fantasy" + "Sport" didn't work so well, cause the main audience of sport games are mostly also fans of real-life sport teams.
[1]: https://steamdb.info/app/237930 says 1.08M ~ 2.66M owners.
[2]: https://steamdb.info/app/1145360 says 4.63M ~ 12.73M.
[3]: https://steamdb.info/app/462770 says 251.3k ~ 628.2k. It's not bad, but considering its astonishing quality and the track record of the devs, I'll say it's an disppointing number.
I've worked on huge unity games, and rebuilt entire unity education apps as a specialty contractor.
Indie games are dead, the videogame market is completely saturated. If you want to make games, make em but you need a "real job".
vr experiences and training apps can pay the bills ... For now.
I do appreciate the effort to build a risk assessment framework, even if it feels slightly oversimplified. I'm looking forward to seeing how this evolves and hopefully, this nudges the industry / idealistic indie devs towards more informed decisions. nice effort.
But whether something is going to catch fire or not is often the domain of voodoo witches. The person who can figure out how to make the right game at the right time consistently will be rich, the one who doesn't will not.
i feel like there is no structured decision making that will produce a successful game. In the same way, there's no such a decision making process to painting a piece of artwork that will sell.
And if you found this secret process or meta formula for coming up with new amazing game formulas, why not just keep it to yourself to build the most spectacularly successful game studio in history. (Maybe that's Nintendo? Blizzard at its best also has some magic touch on any new genre they touch, even where they mess up like Overwatch they end up making and taking down the entire genre with them.)
I dunno, maybe in ten years game development will be like some automated AI windtunnel/R&D lab remixing various game genres and formulas and spitting out new fun things. But I like that there is a sorcery to it for now that elevates human creativity over process.
I also think Spelunky classic was the best version of his series on account that the aesthetics and soundtrack were so banger.
That's why I wanted to preface everything before I made this statement. Spelunky 2 is one of the "worst" games I have ever played. I mean this in a very nice way. However, I consider it incredibly disrespectful to the players.
In order to see the "true" ending of the game you have to do an insane number of really esoteric tasks to get to what is called The Cosmic ocean. And, in this Cosmic ocean you then spend 99 levels working in what is arguably arbitrary hell to complete it so that you can finally "beat" game.
What I find so disrespectful about Spelunky 2 is that the experience is frustrating as hell. And, that's intentional. He has designed the game in order to elicit that response, but that doesn't mean that's necessarily a good thing
And in one of his axes he lists broad appeal, however there is no way any person in the general population can even remotely approach the skill level required in order to enjoy this aspect of the game. And, some people might say "get good", or "you need to learn to play the game", but I don't find that to be a sufficient explanation or sympathetic response to those who really do enjoy the game, but are locked out of really interesting parts of it based on tedium that requires incredibly long playthroughs that require incredibly difficult tasks to be achieved in order to see it.
And, I get it as a designer he made the choice that this is how the game should be played, but I cannot really ever get over how the game has changed between Spelunky classic versus Spelunky 1 versus Spelunky 2. And, how much he made a point to enforce that experience through design decisions.
I'd also like to touch on the fact that each following iteration changed from interesting to an art style that felt more like McDonald's art instead of sticking close and cute like the original Sprite art that was created.
I have put so many hours into Spelunky and it's crazy because I would expect to have nice things to say about a game that I spent so much time playing, but for me I really wouldn't suggest Spelunky to anyone because of the design decisions from Derek Yu. In fact, it's my top choice for games that get in the way of themself to the detriment of the player.
So I guess all of this rambling is to articulate that Derek Yu does know some things, and he has been successful, but I don't consider his opinions to be very valid regarding what makes a good game for the general audience.
It's a roguelike with a high skill ceiling. You're not meant to win every run. Like most roguelikes.
Sure the general population "can't" complete Cosmic Ocean (and I have "can't" in quotes because in my experience, there is very little in the world of gaming that truly can't be done by the average person with some dedication). But what about those who can, and/or are motivated by the challenge? Why do you consider it "good design" to dismiss their motivations to satisfy your pickiness about finishing all your games?
how many are there? and what would connoisseurs consider to be the indie games that were biggest 3 hits?
Stardew Valley and Hollow Knight were so "proven" that they were cliche. Stardew Valley is the most typical example of porting a proven idea to a new platform I can think of.