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by qwery
993 days ago
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I totally agree with the message but I want to raise a few points: Cost of living. The market is saturated. The market being saturated pushes it to be (even more) hit-oriented. 'Saturated' as in a sponge held at the bottom of a full bathtub. You can keep releasing more games but the people you want to buy them (let alone play them) aren't going to quit their second job to find the time to buy and try your weird little games. This is not the middle. The author is talking about small games. It may be the middle of indie game development, but across the whole landscape, the "missing middle" would seem to refer to the "single-/double-A" studios/publishers/games that died out between the launch of the PS2 and the release of GTA IV. id Software is an exception and makes a poor example to follow. Studying wild success stories is not without merit, but is -- if you are interested in how to do the thing successfully -- ultimately a trap. id was (among other things) in the right place at the right time. There is very little opportunity today for any team (let alone individual person) to push the boundaries of the technology in a meaningful way. You cannot make a game as radical and captivating as DOOM was. You will not attract players to your (now generic) platformer by getting it to run at 60Hz. You might say there was very little opportunity for any individual to do so back then as well, but then we are back at exceptions being bad examples. |
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The article has plenty of current examples of developers doing this on Steam now that are not at all outliers or an exception. For another concrete example you have something like Chilla's Art https://store.steampowered.com/search/?developer=Chilla%27s%.... Two japanese developers who have been releasing games for 5 years very consistently and have slowly built up their audience while also increasing their skills as developers. They also have a Patreon, which is a model that works nicely, with another more known example of it being Sokpop https://sokpop.co/. And for all their consistent work they're now getting rewarded pretty nicely for it, without having had a single insanely huge hit as far as I can tell. You can find plenty of examples of devs like this, doing it and succeeding on Steam, right now. Calling all of them exceptions sounds like a poor excuse.
>You will not attract players to your (now generic) platformer by getting it to run at 60Hz.
Yes, you need to be creative in the creative profession and come up with good ideas. That comes with the territory. If you aren't very creative then you should probably consider doing something else.