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lucidimage

Member Since 02 Sep 2009
Offline Last Active Jul 22 2013 08:49 AM
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Posts I've Made

In Topic: publishing a game to desura and steam - possible?

18 June 2013 - 09:59 AM

Some points on Steam Greenlight. It is discussed that this system will change in the future, as its currently creating a bottle-neck for Valve. But details on how it will change or what approach they will take in the future remains to be seen.

 

Demographically speaking, Steam gives you as the developer access to more gamers than you could dream of reaching on any other platform. The average "Top 50" Greenlight project has over 38,000 people vote that "Yes, I would buy this". For titles that are actually greenlit, that number is much higher. You do the math on that, even if only half of these potential buyers actually buy- suddenly you've sold 20,000+ copies of your $10 game. Obviously the nature of the beast though is that you need these thousands and thousands of gamers to approve your game on Steam for it to even be Greenlit. Which means your game and pitch are quite good.

 

At the very least though, Greenlight provides something to developers they've never had: Access to thousands of gamers who will instantly tell you if your game concept or technology prototype is even worth buying. You can use the platform to not only get exposure for your project, but you can also quickly find out if gamers even find your project interesting. You will find their feedback is QUITE honest. But at least you will not have to worry about your mom sugar-coating. You can find out if your concept is solid 2 months into the dev cycle verses working for a year on a game that you come to find out has zero interest to most gamers.


In Topic: How do you determine the ROI of "Going Big" vs. "Keep it Small...

18 June 2013 - 09:48 AM


Your goal as an indie is not to ape current market trends and create the same shit everyone else (pro or not) has. That is a pointless exercise. As an indie, you need to explore something that is different and off beat creatively. There's an excellent talk by Ben Kuchera of ArsTechnica discussing this. If you as an indie accomplish the herculean task of matching an AAA studio on visual fidelity, you've just given your potential userbase something they already have. I only briefly skimmed it but your Kickstarter looks like you're doing the right thing. Go big creatively, not budgetarily.

 

This is great feedback. And thanks for the compliment, while it's easier to take the small approach- it becomes difficult to make your game stand-out from the masses on smaller games. But you bring up a great point about focusing on the creative aspect to find your market. Although "going big creatively" is a bit easier said than done, but I think your point as a whole is dead-on.

 

 

Provided you've proven your worth at working for niche audiences and understand the trade, I wouldn't jeopardize your current structure.

Going AAA also means possibly being one of thousands of developers that will lose a lot of money. While indies also make projects that fail, they don't fail as badly. Sure the payout isn't as exciting, but if you find value in making smaller-scoped games (as you seem to do), your chances are definitely to stick with this approach.

I can think of many more projects you could do with these kinds of budgets, and I would bet that someone with your experience of the market, with an actual published game, would find better ROI in working on smaller titles.

 

Appreciate the feedback. It's definitely a bit validating to hear that from other developers on how they approach this. As far as the experience with shipped titles go, its surprising to me how little that actually helps anything other than your own personal growth. But you make some great point regarding finding your niche. We're hoping our new title will open us open up the doors to a new niche for us, but we will have to see how it plays out.

 

Thanks again for the feedback guys.


In Topic: How do you determine the ROI of "Going Big" vs. "Keep it Small...

17 June 2013 - 02:08 PM

 


1. Is it a mistake to go small?

2. Is attempting a AAA indie game impossible in the current market

3. or easier with the availability of more technology?

 

1. No. It's recommended.

2. Yes.

3. No.

 

Thanks for the feedback Tom.

 

I ask because my original game was developed fully in house and was fairly large scale (MMORTS) even though it was fully self-funded and independent, but it also took half a decade to build and was old technology by time it was released. Licensing technology was really in it's infancy at the time and not readily available (or remotely affordable).

 

Are you saying that the availability of things like UDK, Unity even Crydev etc does not make it any easier than developing an indie game 5-10 years ago or just does not make attempting to develop a "AAA" game any easier for indies?


In Topic: Nikola Tesla + 2D Platformer! Feedback is appreciated!

13 June 2013 - 07:29 AM

We're now 26% to our goal on Kickstarter and sold out of the Early Backer reward tier! Thanks for everyone who has backed or provided feedback!

 

Here is a quick look at behind the scenes for the 2D animation process in Tesla Breaks the World!

 

 


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