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Showing posts from March, 2015

What many indies are doing wrong

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The indie explosion has finally happened. New indie companies and teams appear every day. At the same time a lot of pessimism has entered the scene: so few indies are actually making money! This is mostly because the market simply isn't big enough to support us all. But I believe another cause is that a lot of indies are all making the same mistakes. Here is what I think many indies are doing wrong. Before I continue, a little disclaimer: this post is about what I think gives indies the best chance at making a reasonable income from their games. If you don't care about that and just want to have fun making games, then none of this applies. Too small games Every day dozens of indie games are released. During big game jams this can even be hundreds during a single weekend. To stand out from this crowd more indies should focus on making larger games. If you and your team spend dozens of man-months on a single game, then that game is much bigger than most competing games. This way ...

The downsides of gameplay variety

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An important goal in the game design of Swords & Soldiers , Awesomenauts and Swords & Soldiers II is gameplay variety. We try to make all the classes, units and factions play and feel as differently is possible. This makes it more fun to try them all and allows for much more interesting and varied tactics than if everything feels the same. It seems quite obvious that a game gets better if more diversity is added, as long as you have the budget to do so and it does not take away from the core vision. However, there are some serious downsides that are not as obvious. Adding more diversity can hurt many different aspects of a game, as I will explain in this blogpost. When striving for variety it is important to be aware of the trade-offs. It does not mean that you should avoid diverse mechanics, far from it: it is a key element of the games we make at Ronimo ! But consider the consequences before blindly adding variety. A great example of such trade-offs can be found in the move...