| > Rather, I mean that nobody's fabbing GB game carts, printing glossy color manuals for them, putting them in boxes, and shipping them to Kickstarter backers. Maybe not Kickstarter specifically, but they are doing the other stuff. > Nobody's translating these games into 10 languages. That's a little unreasonable ask. Given how little money these games will bring in you can't expect that. > Nobody's QA-testing the heck out of them to ensure they don't have any obscure edge-case bugs. Etc. (This was why I brought up Planet X3: it's an example of a modern retro-game that is polished in exactly this sense.) There is QA testing happening but like with the above, you can't expect smaller operations to pay people to QA. So you end up either having "QA" be demo builds, in which case most people end up with a copy so you can't do the premium carts that you're also asking for. Or you just have to accept that QA is a smaller operation but still have the beautiful hardware copy. Even really well polished games on other platforms with much bigger audiences, like Xeno Crisis for the Mega Drive / Genesis, have had their share of bugs too. Even in the original days of these consoles, when games from big studios with big budgets to spend on testing, we'd still see new releases with bugs-galore. > But a desire to go through all the effort to create polished modern GB games, is the sort of thing that requires market demand — a willingness to spend real money to buy new GB games (whether digitally or physically.) No hobbyist game developer is going to spend a year on "things that aren't programming" to make a nice shippable product out of their game, if that isn't going to result in at least breaking even on their effort. This doesn't even happen with new games on current generation consoles. So I don't understand why you're expecting it to happen with retro-consoles. > And a prerequisite for that demand, is public awareness of the fact that modern GB games are being created — and, more importantly, a public "brand" awareness for the people creating them! I don't think awareness is the problem. I think most people just don't care. If you're a retro gamer you are probably already aware, and if you're not then you're never going to play these games anyway. And I honestly can't blame people for not caring. There's so much content out there these days that GB games (with all the warts that the GB hardware had, by modern day standards) simple aren't going to appeal to most people. I think you're setting your expectations far too high. > Indie game jams are great and all; but they don't create brand awareness Again, there are plenty of releases that aren't the results of game jams. |
It absolutely does. What do you think https://www.nicalis.com/ as a studio does? They take hobbyists' indie games, acquire distribution rights, and polish them so they can see console release.
Also consider: ports. What is the re-release of Shantae for Switch, if not someone spending a year polishing an (admittedly already polished by 2002 standards) GBC game into a product non-retro-gamers are willing to pay for?
> If you're a retro gamer you are probably already aware, and if you're not then you're never going to play these games anyway.
...why not? I think you're setting your expectations too low.
People pay for (polished) Steam and console releases of RPG Maker games; and those often have far less effort or thought put into the gameplay, replayability, etc. than these games do.
Though the real point of comparison that should be made, is the market for indie commercial homebrew releases for non-portable consoles; which is thriving even among non-retro-gamers, in a way that the market for portables, isn't.
• Consider: there are more people out there commercializing just the ROMhacks of Super Mario World (by doing full engine rewrites of games that were already full asset replacements, to get away from Nintendo's IP, and then selling the results on console stores!) than there are GB/GBC/GBA game authors attempting to commercialize their games.
• Consider: there are tons of game streamers, speedrunners, genre-specific content creators (e.g. horror-game Lets Play-ers), etc, who play new console retro-games if and only if they come packaged in some accessible format. So they'll play Steam or console-store releases of these retro games; they'll play PC-accessible downloadables like Mario Multiverse or PokeWilds; but they won't touch a raw emulator. And, by-and-large, the developers of these new old-home-console titles are aware of that, and produce/port/polish their releases so that they can be consumed in this way, and so can generate virality. I don't see anything like that happening in the new old-portable games space.