![]() Not only the multiplayer "live service" casinos that are designed to addict their players and keep them playing in perpetuity but the modern single player open world RPGs that seemingly average around 100 hours of playtime. Unless you're really good at marketing/get really lucky, you're never going to make a living doing it because the market is insanely oversaturated and the gaming media focuses most of its attention on a handful of popular high budget games because that's what draws the traffic.Īnother major problem is how long today's high budget games are. Game development has turned into the same kind of nightmare that music is for anybody who wants to go into it. Even people that saw success in the past are now having a hard time pushing signal through noise. "True" Indie games are dead, by the law of numbers and algorithms. and we're back to the old days of non-indies, or essentially small studios. So you probably want a publisher to be in charge of that. ![]() I know for a fact (we talk) that most indies don't make a 10th of their budget back. You see the title you've worked on for the last 6 months solid just fly off the list quicker than you can say woof. Other markets are a bit of a joke, they hardly fly on the revenues radar, unless you have a special deal with them for increased visibility. There are about 30-35 quality titles being put out on steam alone, every day of the week, weekends included. ![]() Steam says that there is no better or worse day of the week or month to plan your release. The whole indie market thing was hot.īut at a certain point, thanks to the free availability of game engines and their overal quality, the market got flooded with developers living on 5c a week and eating noodles, working on serial games and releasing top quality indie games. When the movie "Indie games" came out, this was the prime time to get indie games out. ![]()
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