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Rant/Reflection

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EDI

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So, here I am,
On the doorstep of everything I have wanted for the past 8 years.

Back then I had big ideas and even bigger ambitions, and after years and years of work and determination, planning and learning. I find myself professionaly employed as a Game Developer(my dream), and the head of my own game development effort, on the threshold of our first release, which some(many?) are anticipating.

In short, I have 'nearly' acomplished my goal(s), and im thinking back to when I was 14, and noticing how much things have changed (in the gaming industry), and I am wondering where exactly I am going to go from here.

Hypothetical Scenario:
Morning's Wrath is released this summer, and sells 2000 copies.

$60,000.00 gross income
$30,000.00 for me
$6,000.00 per developer

and top it off with some good acclaim.

Now what?:
A few basic scenarios come to mind

The Accomplishment Scenario:
After making a successful game, against all odds, leading your team to victory, you decide to 'throw in the towel', because indie game development no longer holds any allure. Your fans grow to hate your guts because they want Morning's Wrath 2.

The Next Generation Scenario:
We move on to the cutting edge of game development, build a new engine, and prepare to develop another great Adventure And/Or RPG, but using current technology to it's fullest. Die-hard 2d fans hate you, and chances are your next game will never be quite as good as your first, since you've lost that 'underdog-drive'.

The Less is More Scenario:
We make use of our existing engine technology, and work to create smaller adventure/rpg games, alike to that of short novels (think some of Stephen King's short works), and release more, smaller games at cheaper prices meant for week/weekend play.


Lots of possibilities, naturaly, The Cutting Edge/From Scratch(tm) is most appealing(that is how I got here in the first place), but I have learned, first hand, that 'rolling your own' takes LOTS of time.

The last scenario is most likely, and here is why:

  • 1.smaller games:

  • means smaller development scheduels, and that means not working on a game for years-on-end(boring/fustrating), variety is the spice of life.

  • 2.existing engine:

  • we have a perfectly good(sorta), game engine(built by yours truly), that at it's core can handle any 2D game, and at it's extremeties can do isometric games in a snap.

  • 3.big fish,little pond:

  • we are sort of a niche developer at the moment, what with doing 2d adventure games, jumping up to the Big Leages, would undoubtibly mean, more headaches while trying to stay on top; as far as I am concerned they can keep their market share=)

    This is all just speculation, but the time is drawing near where I will have to decide where EDI Games is heading, and I am weighing the potentials.

    oy, I need a break =)
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    A "sub-alternative" to the The Less is More Scenario which would still allow you to do more cutting-edge stuff might be to use your existing engine, but go in new directions with it. Put out smaller games, but have more procedurally generated content, or have a revamped AI system for NPCs, or any number of other areas that have nothing to do with updating the look-and-feel of the graphics. Lots can still be done that significantly enhance gameplay, but don't require a graphics engine rewrite.

    YMMV, of course =)

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    What's teh difference between gross and net income again? Peh - I still like how you get half the pi, though I'd probably understate earnings and embezzle a little more myself.

    Don't forget to send me that 20% more expensive copy that's almost the same but has a handwritten photocopied note that says you appreciate my moneyinterest! (oh, and has a cool box with instructions) [wink]

    wow, I just read what I wrote, and I sound like more of an asshole than I am. You know I love you. [smile] Great work with the game!

    PS: Punch hothead for me.

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    Well, you have at least one guaranteed sale. I always buy games from a GDNet member.

    Personally, I'd do the "smaller, more" game development deal -- micropayment games could be very lucrative if you hooked up with a content provider like a cellphone game company or Microsoft through its Xbox Arcade dealie.

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    Aye, good comments, I will probably end up going with 'mini-game' development, but I will need to develop a style that allows for a short(2-3 hours(with a guide)) game to be entertaining, Ah... Research =)

    *punches hothead*
    *snicker=D*

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    Aye, good comments, I will probably end up going with 'mini-game' development, but I will need to develop a style that allows for a short(2-3 hours(with a guide)) game to be entertaining, Ah... Research =)

    *punches hothead*
    *snicker=D*

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    Guest Anonymous Poster

    Posted

    I think a variation of the combination of all the themes would be best. Continuing serving the niche and keep the same engine. But you introduce a good improvement in technology each time. Especially since, if I remember correctly, your engine was developed with plugability and scalability in mind. So you can just plug in better renderes without the whole thing becoming unmanagable.

    Also, awesome job man, I cant believe you're almost finished. If Im excited about it I wonder how it must be for you... Also I think you should write a postmortem and focus on how difficult it was as a soloist [at first] and how you got passed all the down moments and periods unsurity in the project's completion.

    -Daerax

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    Aye,

    Yes, Zac and I will both be writing postmortems, for the project, which we belive will help the indie community =)

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    Quote:
    Well, you have at least one guaranteed sale. I always buy games from a GDNet member.


    Make that two. Nice job!

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