I am the cheapest bastard in indie games (2019)
jeff-vogel.blogspot.com
jeff-vogel.blogspot.com
To be honest I don’t think I paid much attention to the “successful enough to justify continuing but not enough to be sitting on a pile of money that trivializes basic expenses” case.
I’ve got nothing but respect. I would be severely hamstrung by that looming anxiety.
I'm in this position and severely underestimated this. We do $15-20k MRR but $1k of that is profit, and it took 3 years to get here. I'm now an alcoholic and considering closing up shop to take care of myself, but feel bad about blindsiding the 20 or so contractors we work with.
Also, hope you can find help with the alcoholism!
I f you don't take care of yourself, you have a high chance you will eventually lose the ability to take care of others, and in a much more tragic way.
That's of course the issue, though: it's hard to estimate whether professionally-done art would result in sufficiently-higher sales. Only strategy I know of that'd be able to assess that would be to outright poll the customerbase on whether they'd pay more for something with better art.
The big-box studios all seem to invest heavily in art and asset design relative to everything else, and they make money by the bucketload even for games that play considerably worse than your average indie game. Then again, AAAs and indie devs tend to target very different niches.
Is this a high number for terrain graphics compared to similar games?
https://youtu.be/stxVBJem3Rs?si=UdgguNK9X8NQ3Zty
It inspired me to go check out his games and now I have bought all of them on Steam.
Graphics etc. aren't everything.
I'm very very surprised that he is able to find that niche and he makes enough money tbh. How does someone find his game before really really good games like baldur gates etc.?
I probably know more people playing old games over and over (lets say baldur gates1 or 2) but i don't know anyone who is aware of those type of indie games.
For me personal though: I decided to push for carier first, and i really hope i will have enough time in my 40 to switch over to something i'm passioned for. He is probably quite lucky but i could imagine its stressful
I would say Spiderweb Software games are very different - necessarily - to something huge like BG3 or other AAA games because there is only so much a one-man developer or small team can do.
Focusing on telling interesting stories and allowing the player to really explore the game world while letting them feel their choices are meaningful is key, I think. However, I'm sure Jeff has blog posts on the philosophy behind this, so probably read him instead :)
By contrast Jeff's Avernum series was such a breath of fresh air. Really interesting world, great writing, no D&D. Those were really great. I wouldn't mind better graphics, but that's a minor point for me.
Even if you add the non design-by-commitee immersive games that are not quite rpgs, you end with maybe 2 titles per year.
That's not always enough, and then you go and snatch the Avernum series and whatever promises to be similar.
Btw there was another indie company that promised to go the same way: https://basiliskgames.com/
They seem to have got snagged into an ambitious engine change though. And nothing's come out of there in many years.
They don't. There have been really good AAA games before Jeff started making games. His business model does not revolve around getting people to play his games before they discover better ones. His business model is to make games that can't be compared like that.
But like back then I think the computer had shareware version of Avernum and of Unreal Tournament (1999), It wasn't like you had a huge amount of choice.
They are good games though nonetheless.
Because you know, i read it and i have been followng the game industry for ages as well.
And there was no clear answer to my question: How do people keep finding and buying his games so he makes the mone he does for ages.
But thanks for your comment...
Sorry, I have more games than I'm likely to play during my remaining lifetime already.
It seems SD's advantage is more in newness/originality, I'm unsure it's actually cheaper right now - one needs to factor in the time/compute taken to get the good enough result. I presume Vogel is currently much more skilled in searching PD images than in running SD.
Of course the best result is when the tool is combined with a good artist.
I'm 100% sure the price for game art will drop significantly, if it already hasn't.
What? Originality? Where? Every time someone enthusiastic shows me a SD "creation" there are at least a few elements I've seen before. Sometimes I can point exactly where.
Arguably (and IMHO) the most interesting part of SD is when the models break down and you get surreal horrors beyond comprehension. And that isn't even creative, it's just fun to look at.
And of course none of that is even touching on the ethical problems of SD and other models being trained on copyrighted material, and primarily being used by corporations to push working artists out of jobs, which is not a problem with stock photos (until all stock photos, themselves, are AI generated which seems inevitable.)
There is no aspect of asset creation where using AI to generate assets results in a better quality game versus human artists. Using artists to "improve" AI generated content is counteproductive because of the lack of direct control over what the model generates, something you don't need to deal with if a human is creating the art to begin with.
There are already tools available that let you create tiles that blend nicely. You don't need AI for any of this.
AI would be useful automating tedious and time consuming tasks. I've seen many artists say they could use an AI tool for automatically unwrapping UVs, generating spritesheets, JSON files, etc.. but the only thing AI ever seems to be used for is automating the creative process itself, and the results are at best technically competent (which is a result of simulating the work of human artists in the dataset) but never innovative or creatively compelling.
Costs obviously make a big impact on profit, but the truth is indie games likely have pretty fixed costs wherever in the World you choose to make them.
A decent games artist is going to cost the same wherever you're based, because they can sell their services from anywhere to anywhere. The market rate is not local. Your $140k is what you're paying if you, or they, live in Jacksonville, Johannesburg or Juba.
And it's not like those clipart libraries give you a huge discount if they noticed you're in a country with a terrible GDP/capita compared to the US. If their rate is $20, it's $20 for the guy in Seattle and $20 for the guy in South Sudan. The only difference is for the guy in Seattle its a couple of Starbucks trips, but for the guy in South Sudan it's 2 weeks median income.
If anything, starting an indie game setup in a poor country is going to require you to be significantly richer compared to your neighbours than if you live in a suburb of Seattle, Marseille or Glasgow.
You're therefore more likely to have the cash reserves to invest in indie game development if you are living in a richer country.
Yes, it's true that once you get the thing built you're going to be able to sell at first world rates, but getting the thing built is not an equal playing field for everyone.
I have no idea about "most", but quite a few successful indie games did get their start from such countries. Kerbal Space Program is one example with which I'm particularly familiar; its early development happened in Mexico.
I've managed to survive like this for a while, so it's probably best for me to make my business profitable from London, than waste time and money I don't have to move to Romania or something.
Honestly my #1 reason to move is not even the expensive rent. It's that I miss the countryside, birdsong and smell of grass so damn much.
I'd like to visit Romania one day though, looks gorgeous.
Sure, he makes money and many open source devs do not (directly), but the energy is very similar.
> [...] Consider me. I'm an OK programmer. I'm not good at art and visual stuff, and I haven't been since I was a kid.
> But I can write well. I make good settings and stories, my spelling and grammar are ok, I make addicting game systems, and my systems and stories blend really well. THAT is the product I sell.
So, basically, that's the secret to making it in the indie gamedev business?: Finding the small, $10,000 a year of income slot that you were meant to be in?
And carefully doing nothing but that, like a robotic drone, destined to do one thing and that one thing really well (as far as your internal programming is concerned and well made)?
My mom is a ceramist, and she would much rather make 100 identical (to me) teacups than one ambitious sculpture. The sculpture might even eventually pay more. I don't get it either, but some people enjoy this path.
So, this means that indie game devs and other craftsmen are the opposite of research and development types. Craftsmen are exactly like technicians or nurses who have two year Associate's degrees.
The people who do research and development are the real entrepreneurs and four year Bachelor's degree holders equivalents. They're more expensive to start up and maintain too. So, they could use bigger funding for their research labs which enable them to conduct risky and unproven experiments. A traditional startup is nothing more than an open world scientific lab with which to test and validate some macro-economic and business hypotheses.
It all boils down to steady and simple paycheck versus risky yet potentially very rewarding research, development, experimentation, and study that has an analogue in decade long secondary and post-secondary education.
My mom is independently wealthy, which helps support the teacup-making.
What you reductively see as robotic and repetitive can be a source of meaning, depth and passion to someone else.