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Showing posts with the label rant

The future of indie is amateur

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The number of indie games being released on Steam and consoles has sky-rocketed this last year. At the same time, the amount of money being spent on indie games doesn't really seem to increase. In other words: the average indie game is making much less money! SteamSpy recently released some graphs that show that while total sales for all games together are pretty stable, median sales per game have dropped enormously. You only need to open Steam's list of new releases to see why: so many new games launching every day! Five years ago only a couple of games launched on Steam per week. Now there are dozens launching daily , and they're all competing for the same players. The average income of a new indie game has dropped so far that some even call this current trend the 'indiepocalypse'. There are several reasons we're seeing this now. The most obvious reason is that marketplaces like Steam have made worldwide distribution easy. They have become more and more open...

Why indies should care less about financial independence

Many people in the games industry think the word "indie" stands for "financially independent", and indeed this is something that a lot of indie game developers care about a lot. Although it is an important topic, I think we should care about it less: being indie should be about creative independence, not about financial independence. You might argue that one is impossible without the other: if someone is funding your game then of course that someone is also influencing your creative decisions. However, what a lot of people don't seem to realize is that no one funding your game is also a big influence on your creative freedom. You will need some way to get food and pay the rent if you want to spend a significant amount of time making your game the best you can. Disclaimer: this post is only targeted at those who want to make a living making games. If you are making games as a hobby in your spare time, then please ignore this post and do whatever you want! ^_^...

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 ...

Proun cloning controversy: why indies should complain less about clones

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My game Proun was recently 'cloned' by an iOS game called Unpossible . Unpossible isn't the first 'clone' of Proun: games like Synesthetic and Polyrider also copy the core gameplay and many obstacle shapes. Polyrider even goes so far as to copy-paste my main marketing text (DOH!). However, the timing of Unpossible is much more painful as Proun itself is also finally coming to iOS (and Android and 3DS): together with Engine Software I am working on a bigger and better Proun+. Proun+ coming to iOS means that it will be a direct competitor of its alleged clone Unpossible. I saw quite a bit of controversy online about whether Unpossible is a clone or not and whether that would be bad or not, so here is my own take on the matter. I think most people are worrying way too much about most clones. The only clones that should be considered a big problem are direct rips that add nothing and are clearly only intended as a moneygrab. Most infamous clones are not of this typ...

Why free to play games are inherently less fun

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Designing a free to play game with microtransactions is a huge challenge. It is incredibly difficult to find the perfect balance between giving players a strong incentive to pay something while still making the free experience good enough that they keep playing. This challenge is crippling to the game itself. It is impossible to make a game as fun as it could be for both paying and non-paying players. At least one of those groups gets a game that is less fun. Game design is all about making a certain concept as much fun as possible. By tweaking things like difficulty, flow, reward systems, variation and complexity the game designer tries to create the best experience possible. This "best experience" is an invisible target: you can never know whether you have reached it, or whether tweaking some things would make the game slightly better. It is also something that differs depending on the target audience. Some players like a challenge, others like a more relaxed experience. So...