[HN Gopher] Releasing an indie game on 3 consoles at once and fa...
       ___________________________________________________________________
        
       Releasing an indie game on 3 consoles at once and failing
       financially (2016)
        
       Author : plateofsoup
       Score  : 303 points
       Date   : 2023-06-19 03:34 UTC (19 hours ago)
        
 (HTM) web link (juicybeast.com)
 (TXT) w3m dump (juicybeast.com)
        
       | CodinM wrote:
       | I'd play that. Thanks for showing this.
        
       | diabolo96 wrote:
       | The problem of indie games is that indie devs with no prior
       | knowledge of programming, no prior artistic talent, either in
       | terms of crafting an enticing narrative and/or graphical design
       | wake up one day, decide to drop of university/quit their job to
       | create their big commercial "dream game".
       | 
       | The problem is that they often jump over the first step of
       | learning how to make a game and go straight to publish their
       | barely passable buggy mishmash of half baked ideas with no
       | quality control or beta-testing done.
       | 
       | What they first should've done is make and publish a few small
       | but fun games for free, learn from their mistakes and user inputs
       | and use their new knowledge to make a bigger, better game. If
       | enough people tell them that it's worth buying it then they can
       | sell it .
        
         | rideontime wrote:
         | What part of the article gives you the impression that this was
         | the case?
        
           | diabolo96 wrote:
           | i meant in general.
        
             | rideontime wrote:
             | Ah. Did you have any opinion on the article?
        
               | sieabahlpark wrote:
               | [dead]
        
               | diabolo96 wrote:
               | When i was a kid I spent hours and hours playing Burrito
               | Bison on Newgrounds so I know Juicy Beast know how to
               | make games, really good and enjoyable games.
               | 
               | As for the article, it was an interesting read and I
               | almost predicted every raison why the game was a failure
               | but I don't agree with some:
               | 
               | 1.The "strike a deal first" one is nonsensical. Get
               | famous enough on one platform and the sales will be as
               | good on the others. 2. Only one console at a time
               | should've been obvious ( currently it's the Switch first,
               | others later)
               | 
               | I also think that a significant part of the failure comes
               | from the fact that the market was saturated with party
               | games at the time as i remember seeing a lot of ads about
               | similar games and then it just stopped. Also, these kind
               | of games are not really that interesting and become
               | repetitive very fast and no single-player / online multi-
               | player killed it before it was even out.
        
         | diabolo96 wrote:
         | I should've said first that this is comment was a rant about
         | the general state of the indie game dev industry and not
         | related to the article but i can't edit my comment for some
         | reason
        
         | rasz wrote:
         | >The problem is that they often jump over the first step of
         | learning how to make a game and go straight to publish their
         | barely passable buggy mishmash of half baked ideas with no
         | quality control or beta-testing done.
         | 
         | Hey, it worked for Adam Nickerson! Felicia Day and Adam
         | Nickerson play Poosh XL
         | https://www.youtube.com/watch?v=cEbLXKKkvSQ
         | 
         | http://www.adamvisionstudios.com
        
         | bequanna wrote:
         | Is there any indication that games that do have excellent art
         | and storytelling are much more likely to succeed?
        
           | diabolo96 wrote:
           | They dont need to be excellent but at least not dumpster
           | worthy. Is that too much to ask ? for game stores to not
           | being flooded with bug-ridden half baked asset flips or
           | cringy VNs
        
       | antigirl wrote:
       | I loved this game and purchased it on PS4 as soon as it was
       | available. Had some fun games with friends too. Surprised to see
       | it didn't sell well. Theres not many fun instant pick up and play
       | local multiplayer games.
        
       | pier25 wrote:
       | > _At the end of the day, we think the biggest factor is because
       | it's a local-multiplayer game with no online play._
       | 
       | I actually played the game with the OUYA and then on PC. I think
       | it failed simply because it wasn't super fun. We consistently got
       | bored after 10mins of playing it.
       | 
       | Compare it to Towerfall. Also local multiplayer only and released
       | initially for the OUYA. We played it for hours on end and I think
       | it was a great commercial success.
        
         | falcor84 wrote:
         | Seems that even though Towerfall was indeed the best-selling
         | game on the OUYA, it only sold 7000 units there, while making
         | actual money on other platforms [0].
         | 
         | [0] https://www.engadget.com/2014-04-29-towerfall-tiny-sales-
         | ouy...
        
       | YChacker100 wrote:
       | [dead]
        
       | a13o wrote:
       | I was deeply involved in the indie scene during this time and
       | played many of these local multiplayer games at GDC indie events,
       | weekly barcade meetups, game jams, Indiecade, etc. I think this
       | misled many developers. Your peers are together often, able to
       | play local multiplayer games, and giving you a false sense of
       | market. I played hundreds of hours of these games in that
       | setting, but never once booted them up at home on my own couch.
       | If you weren't careful you could fall into the game developer
       | version of a comedian's comedian.
       | 
       | One gameplay critique I think this post-mortem missed was that
       | the keep-away mechanic at the heart of the game is a zero-sum
       | mechanic. One player is keeping away, and having fun; while all
       | other players are being kept away from, which is frustrating.
       | They addressed this a little in the fuller release but I think
       | keep-away itself is mechanically bankrupt so even a gorgeous coat
       | of paint can't bring it around.
       | 
       | All of the other local multiplayer 'successes' from this period
       | were distilled fighting games - Towerfall, Nidhogg, Killer Queen,
       | Duck Game, etc. These allowed for new players to enjoy themselves
       | even in defeat. For Toto Temple, a game of mixed newbs and vets
       | would turn into a vet running circles for the full time limit and
       | then someone suggesting we switch to Towerfall.
        
         | Quarrelsome wrote:
         | [dead]
        
         | Solvency wrote:
         | "Your peers are together often, able to play local multiplayer
         | games, and giving you a false sense of market."
         | 
         | Well this sounds like fun. Like the old social arcade
         | experience, but made of people playing fresh indie multiplayer
         | games. Even in prototype form.
         | 
         | Why not make THAT a business model? If my town has a little
         | cafe with a few bit screens and controllers, and every night
         | (or even once a week), I could turn up with a bunch of gamers
         | and were all playing novel small games together, that could be
         | really fun.
         | 
         | The games could be in varying stages of completion. It wouldn't
         | matter. Because it'd feel like an intimate setting of people
         | just hanging out and socializing and playing things.
        
           | honkycat wrote:
           | In PDX there is "Portland Indie Game Squad" and they actually
           | do this.
           | 
           | Also in PDX: Retro Game Bar, Ground Kontrol, Quarterworld...
           | there are others that host fighting game tournaments etc...
           | 
           | Unfortunately, it just doesn't make money for the people
           | putting in work developing the game.
        
       | madsbuch wrote:
       | I just started gaming again after 10 years not doing it. I got a
       | Switch, though I usually would have gamed on a PC. It has really
       | narrowed in my reason to game: The story.
       | 
       | Usually, I would not have bought into franchises, but I am giving
       | in. The fact that Zelda already has so much culture, makes it a
       | hit for me.
        
       | jeroenhd wrote:
       | First the Ouya, which turned out to be a total flop, and then the
       | Wii U, which Nintendo marketed so badly many people thought it
       | was an extension for their Wii. This company sure made some
       | unlucky bets!
       | 
       | Throughout the article I kept coming back to how generic the name
       | sounds. It conjured pictures if the digital slot machines that
       | are free mobile games, with gameplay loops mostly consisting of
       | waiting or paying money to skip wait timers. The name "Toto"
       | being associated with gambling sure doesn't help either. I
       | would've never clicked a link with that name no matter how good
       | you make your game look.
       | 
       | A lot of genuine effort and care went into this but with an
       | uninviting name and, by their own admission, a complicated
       | control screen, no amount of art or advertising would've
       | convinced me as a consumer to buy it.
       | 
       | This would've been a smash hit on a flash games site, and it
       | would've probably sold well if Ouya had succeeded.
       | 
       | One thing I find interesting is that online multi-player wasn't
       | added as a feature during development. I understand how
       | overworked the lone dev must've been, but adding an easy way to
       | play with friends would've surely boosted sales.
       | 
       | I also wonder if the game would've gotten more sales on a
       | handheld. I think the 3DS might've made this a great little party
       | game, especially if you follow the "stream a limited version of
       | the game to your friends" model that made DS local multi-player
       | so interesting. Now, with the Switch out, with its built-in local
       | multi-player features, the game might've gotten a popularity
       | boost as well.
       | 
       | It's sad to see a game made with so much love fail, but with
       | problems in do many key areas I'm surprised it took them this
       | long to admit defeat.
        
         | ido wrote:
         | We kept improving the game afterwards and released the final
         | version          of Toto Temple Deluxe on PS4, Xbox One, Wii U
         | and Steam on September          29th 2015.
         | 
         | They've released on all the at-the-time mainstream platforms, I
         | don't think the choice of consoles is what I'd blame anything
         | on.
        
         | dehrmann wrote:
         | > Wii U, which Nintendo marketed so badly many people thought
         | it was an extension for their Wii
         | 
         | I can't decide if that's better or worse than Xbox. Xbox One
         | isn't the original Xbox? And do I want Series S or X?
        
           | zirgs wrote:
           | Microsoft decided to name their consoles that way, because
           | they didn't want their console to be one number behind the
           | PlayStation.
        
             | fomine3 wrote:
             | They solved it on 360. Its successor should be 361.
        
               | ginko wrote:
               | They also could have gone with Super Xbox or Xbox64.
        
               | happymellon wrote:
               | XBox 365.
        
               | chihuahua wrote:
               | Xbox N Enterprise Edition
        
               | sbm_au wrote:
               | They could have used increasing rotational degrees - Xbox
               | 360, 540, 720, 900 and so on. Just like action sports,
               | very extreme.
        
               | falcor84 wrote:
               | Of course, and then, when they're ready to go all-in,
               | they'll backfill Xbox 180 /s
        
             | alpaca128 wrote:
             | So instead they chose three numbers behind the PlayStation,
             | and 359 numbers behind its predecessor? Not sure I follow
             | that reasoning. Not to mention they could just jump to the
             | same number as PlayStation used, just like MS also skipped
             | Windows 9.
             | 
             | That said all the jokes at the time likely helped make it
             | clear to everyone that the Xbox One was the new model. And
             | Series S/X is just two letters, nobody seems too confused
             | by that.
        
               | zirgs wrote:
               | They chose a naming system that's not based on sequential
               | numbers to both differentiate themselves from SONY and
               | also to avoid being one number behind. Nintendo is doing
               | the same.
        
             | Guillaume86 wrote:
             | They should have skip a number and aligned on PS numbers
        
           | wodenokoto wrote:
           | Xbox names are the worst.
           | 
           | Just look at these names:
           | 
           | one, one S, one X, series X and series S
           | 
           | I had so much trouble figuring out which xbox was "the new
           | one" when I considered buying one last year.
        
             | dm_me_dogs wrote:
             | I'm a pretty big supporter of Xbox (had every console
             | they've so far released, heavy into Game Pass) and my god
             | they need to get naming right. They should have called it
             | the "Xbox 4" or something to make it simple.
             | 
             | Though, Microsoft is never one for making names simple.
        
           | jeroenhd wrote:
           | Xbox naming is terrible but at least their target audience
           | seems to know how to keep them apart. I don't think that can
           | be said about Nintendo's audience, which since the Wii has
           | always seemed not as dedicated to console gaming as their
           | competitors' audience is. I've never heard of a die-hard Wii
           | fan, at least, though with the Switch they made up a lot of
           | ground.
        
           | happymellon wrote:
           | And at a glance I have no idea whether S is better than One
           | without going to Wikipedia.
        
         | wodenokoto wrote:
         | > First the Ouya, which turned out to be a total flop,
         | 
         | They still paid for the initial development, so it is hard to
         | argue that was a bad place to start.
        
           | jeroenhd wrote:
           | It's a good deal for sure, but it didn't do the creative work
           | that is the game any favors. It basically killed off the
           | exclusivity deal that indie studios can often get for on-
           | platform advertising.
        
         | mike_hock wrote:
         | > Wii U Wii U Wii U Wii U
         | 
         | DAE this sounds like somebody mocking a siren?
        
         | magic_hamster wrote:
         | > I understand how overworked the lone dev must've been
         | 
         | Not sure that you do, especially when offering "just add
         | multiplayer". Clear sign that you are not a solo game
         | developer.
        
           | coder_san wrote:
           | I agree. Anyone developer who has had to work on multi-player
           | games will never say "just add multi-player". The whole way
           | you approach the game changes massively.
        
           | ilyt wrote:
           | It was a massive mistake in game like this tho, the mistake
           | many other games like that died by.
           | 
           | Appeal of buying essentially party game where you need other
           | people in same room to get the most of it (games like that
           | are rarely good singleplayer) is very low, even worse in
           | pandemic.
           | 
           | Not saying it would make game succeed, as that's still 90%
           | marketing in oversaturated indie market, but it is a thing
           | that would make me go "nope" if I saw what I like then read
           | that it is local-only, hell, it did in many cases.
        
             | raincole wrote:
             | I'm still quite surprised by the fact that Overcooked
             | succeeded without an online multiplayer mode.
             | 
             | *I don't know how successful Overcooked was, but it was
             | successful enough for them to make Overcooked 2
        
           | jeroenhd wrote:
           | Of course online multi-player is difficult to pull off but
           | with console sale numbers for the Wii U I think the time
           | spent on porting the game to the Wii U could've been used to
           | get online multi-player to work. They spent an estimated 50%
           | of their two years development time on a console that was
           | pretty much a failure at the time the game came out.
           | 
           | The PS4 was well ahead of any other console in sales long
           | before the game was released onto the Wii U. I don't know
           | their exact sales distribution, but I think a better game on
           | PS4 and maybe Xbox One would've sold a lot more copies.
        
         | koromak wrote:
         | They only have a single programmer...
        
       | ezconnect wrote:
       | Re-release it with the title "Get the Goat"
        
       | Quarrelsome wrote:
       | > You also need to have a good title that is both
       | memorable/catchy and describes the game well.
       | 
       | I feel like "get the goat" was just screaming to the be the name
       | of this title. (they even use this term in some of their
       | marketing)
        
         | noisy_boy wrote:
         | Goato Temple
        
         | xeonmc wrote:
         | There are only two hard problems in computer science...
        
           | bequanna wrote:
           | P=NP and Sales?
        
         | tmikaeld wrote:
         | Such a missed opportunity, the current "Toto Temple Deluxe"
         | sounds like a generic casino game
        
           | Cthulhu_ wrote:
           | Yeah, or like 90s / 2000s 'addictive' puzzle games that later
           | were converted into Facebook and then mobile cash cows.
        
           | raincole wrote:
           | It's just my pet peeve, but I absolutely hate the titles with
           | "Deluxe" in them.
           | 
           | Maybe it's okay for a game that has lots of DLCs and a Deluxe
           | version that comes with all (or the most important) DLCs. But
           | nothing else.
        
             | Ekaros wrote:
             | In general have added new stuff and upgraded things in
             | general for already well known name.
             | 
             | But from initial launch? Just no, that is just stupid.
        
         | nathannecro wrote:
         | I thought the exact same thing when I saw their second trailer.
        
         | bentcorner wrote:
         | I've played a ton of Towerfall (4 player battling), some
         | BattleBlock Theatre (vaguely similar), Spelunky (thematically
         | similar), and my biggest takeaway at least from the trailer is
         | that it took me a really long time to figure out what the goal
         | of the game was. If I was browsing through youtube or steam I
         | would have clicked away.
         | 
         | I agree that the name of the game contributes a lot to this
         | confusion, although even "get the goat" fails to describe what
         | is going on in the game.
         | 
         | I think when people see a game and are contemplating purchasing
         | it they envision what kind of fun they will be having with it.
         | And gameplay footage with unclear goals just isn't enough here.
         | 
         | "Keepaway" style games aren't super common (maybe it's in a
         | Mario Party minigame? I've also played a version of this with
         | my kid in roblox [1], where it's one minigame among many).
         | Maybe along those lines this title would have succeeded with
         | more variety.
         | 
         | [1] https://youtu.be/mcH36Ld6x3A?t=22
        
       | [deleted]
        
       | keyle wrote:
       | When the movie "Indie games" came out, this was the prime time to
       | get indie games out. The whole indie market thing was hot.
       | 
       | But 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.
       | 
       | It became a game of marketing. And sadly that's where we failed.
       | 
       | Steam says that there is no better or worse day of the week or
       | month to plan your release... That should be your first red flag.
       | There are about 30-35 quality titles being put out on steam
       | alone, every day of the week, weekends included. 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.
       | 
       | 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.
       | 
       | I know for a fact (we talk) that most indies don't make a 10th of
       | their budget back. It's a marketeting's game now. So you probably
       | want a publisher to be in charge of that... and we're back to the
       | old days of non-indies, or essentially small studios.
       | 
       | "True" Indie games are dead, by the law of numbers and
       | algorithms. Even people that saw success in the past are now
       | having a hard time pushing signal through noise.
        
         | lynx23 wrote:
         | Feels a lot like what happens with electronic music producers.
         | There is a bunch of highly taltented sound designers out there,
         | putting their hard work on BandCamp or whatever platform is
         | friendly enough to make some bucks on. But almost nobody can
         | make a living off selling releases. Almost everyone has to tour
         | and play live gigs to make some money. And I guess the biggest
         | reason why it is so hard to make money with releases is the
         | same as with indie games, too many people trying to get a piece
         | of the same cake... Paying fans are rare.
        
         | somenameforme wrote:
         | It depends on what you mean by "true" indie games. Valheim
         | [1][2], by any reasonable interpretation of the word, is a
         | completely indie game. It was made almost entirely by a single
         | guy in his spare time after work, well at least until it blew
         | up and he was able to expand the studio. And it was released
         | with little more than a post on itch.io - 'Hey guys here's my
         | game and a couple of pics. Let me know what you think.' And of
         | course it did exceptionally well, because it's just a very good
         | game.
         | 
         | In my opinion now is currently the absolute golden age for
         | indie development of all sorts. But the catch is you actually
         | need to make really good stuff. Just making a functioning game
         | isn't really sufficient. There's even still a huge market for
         | stuff that looks like it came from a 24 hour game-jam
         | codeathon, but it needs to be _fun_. Check out Forager [3] for
         | instance. As a warning, play that game for an hour - and you
         | 'll be playing it for 10 (or 100) because it's _really_ just
         | insanely fun.
         | 
         | And that's really all it is. The "problem" is that it's just
         | become really (relatively) easy to make games. And so just
         | making a functioning complete game is no longer any sort of
         | real achievement. It needs to be fun. Make a game where people,
         | with no connection or bias for you, will _organically_
         | recommend it - and you 're going to succeed.
         | 
         | [1] - https://store.steampowered.com/app/892970/Valheim/
         | 
         | [2] - https://en.wikipedia.org/wiki/Valheim#Development
         | 
         | [3] - https://store.steampowered.com/app/751780/Forager/
        
           | freeCandy wrote:
           | Valheim and such games are very much exceptions to this, for
           | every successful indie game released, there is an ocean of
           | unsuccessful games out there and that may be equally as good,
           | or even better than Valheim.
        
             | Etherlord87 wrote:
             | Can you fuel your argument with some examples? I hear the
             | argument in similar forms a lot, how a lot of good games
             | failed because of bad marketing or just no luck. But I
             | never see any examples. The response I get to my question
             | is usually "I don't know of an example precisely because it
             | never got popular", but I find it very fallacious - if
             | there's thousands of good games out there, that failed to
             | be popular, surely you would stumble into a few of them. A
             | claim that a game either is popular and makes money, or is
             | not popular and no one ever hears about it - is a false
             | dichotomy.
        
               | SamoyedFurFluff wrote:
               | I have a one that immediately comes to mind:
               | 
               | Chicory, A Colorful Tale is way less successful than it
               | should be. It's a cross between a Zelda style game
               | (upgrades, bosses, dungeons, exploration) with a coloring
               | book (you color the world) with a deeply touching plot
               | about impostor syndrome and the pressures of being
               | labeled a talented artist. It has a huge number of
               | accessibility features, co-op mode, an amazing ost,
               | difficulty settings, runs like butter, and is all in all
               | a super polished game. IMO this was GOTY shit and I don't
               | know why it didn't take off.
        
               | Etherlord87 wrote:
               | I must admit it's a very good example, overwhelmingly
               | positive on Steam with 1987 ratings, so it's hard to
               | argue the game is bad.
               | 
               | If I compare Chicory, A Colorful Tale (A) to Stardew
               | Valley B:
               | 
               | A: 97%/1987 B: 98%/483781 on Steam
               | 
               | A: 93.2%=2317 B: 97.33%=562`831 on Steam.db
               | 
               | I don't know where the disparity comes from, but those 4
               | % are significant. And here's something even more
               | important:
               | 
               | A: 8 in game B: 36`293 in game
               | 
               | 8/1987 = 0.4%, whereas 36`293/483781 = 7.5%! Stardew
               | Valley, it seems, has 18.75x more replayability (which
               | absolutely makes sense just based on genre).
               | 
               | Also price:
               | 
               | A: $14 to $20 B: $7.49 to $15
               | 
               | Shouldn't be surprising a game that is considerably
               | cheaper, is more fun and provides that fun for an order
               | of magnitude more time, sells better. It also was
               | released earlier, so it got more sales from the "tail"
               | sales, as well as it provided more value in the form of
               | updates. In fact when I look now at the player count
               | history, it's uneven, perhaps driven by updates, but the
               | tendency is that it grows!
               | 
               | One more thought: maybe Stardew Valley makes for a better
               | streaming content for some reason?
               | 
               | Perhaps Chicory deserves less sales than Stardew Valley,
               | but still considerably more than it got? Maybe its good
               | reviews come from the fact the game reaches the niche
               | very well, it's clear what you do in the game (paint),
               | but maybe this niche is just small?
               | 
               | I can admit I never heard about this game, despite its
               | very high rating.
        
               | SamoyedFurFluff wrote:
               | I wouldn't compare Chicory with Stardew: for one, Stardew
               | was genre-defining (as some people call things
               | soulslikes, a whole heap of games are trying to capture
               | Stardew). Replay ability of Stardew is part of its
               | specific genre niche, where Chicory is again more like
               | Zelda, in which replay ability isn't a huge selling point
               | to the game (although I find chicory just as fun as a
               | Zelda to replay). Additionally stardew expanded multiple
               | times throughout its development. I'm certain chicory's
               | devs would've done the same had it had it's deserved
               | attention at launch.
               | 
               | Now that I'm looking at my steam library I have some
               | other games I think deserve more attention:
               | 
               | - Citizen Sleeper is not unlike Disco Elysium or a visual
               | novel. But its mix of space opera and cyberpunk dystopia
               | is extremely compelling. Excellent OST, and heartfelt
               | characters. You get a real sense of the desperation and
               | humanity of the impoverished, the undocumented, the
               | refugee. The word building is deep and expansive (a
               | sequel is coming, to not enough fanfare imo).
               | 
               | - Umarangi Generation is a photography game where you are
               | playing as a propagandist during an ecologically-vibed
               | apocalypse. You explore scenes of war, poverty, luxury,
               | and terror, taking photographs all the while for the
               | cause. The capacity to tell a deeply layered story with
               | multiple political factions and economic groups merely
               | through environment is stunning. The expansion is
               | absolutely seething with anger.
        
               | TylerE wrote:
               | Huh? Stardew is blatantly, ahem, "inspired by" the
               | Harvest Moon series. It was mainly successful because it
               | wasn't a Nintendo exclusive.
        
               | SamoyedFurFluff wrote:
               | I know that, but most people compare such titles to
               | Stardew and _not_ harvest moon.
        
               | Etherlord87 wrote:
               | I have no hidden agenda here, so I compared, I admit,
               | peaches to oranges, Chicory to Stardew, just because
               | Stardew was the first popular indie game I found to
               | compare with. Feel free to choose a successful indie game
               | within the same genre as the Chicory, and then we can try
               | to analyze the differences again.
               | 
               | > Stardew was genre-defining
               | 
               | What is the argument here, that it was very good? That's
               | exactly my point, it was very successful because of how
               | good it was (rather than lucky).
        
               | rasz wrote:
               | CGA, trauma inducing palette doenst exactly scream wide
               | audience accessibility. This game has a very strong and
               | distinct art style.
        
             | sam0x17 wrote:
             | That said, procedurally generated games have a much harder
             | time failing.
        
               | MattRix wrote:
               | This is really not true.
        
           | notThrowingAway wrote:
           | >Forager
           | 
           | This is offtopic but the forager lead dev is often criticized
           | for claiming to be a solo dev and taking credit for other
           | people who worked on the game.
           | 
           | https://indiecator.org/2021/04/14/forager-the-rise-and-fall
        
           | cubefox wrote:
           | Of course there are _some_ successful indie games! But the
           | only relevant thing is the probability that any one game will
           | be successful. That chance is very small.
        
             | somenameforme wrote:
             | I don't see what the average would matter, because not all
             | games are created equal. It's kind of like the Steven King
             | / Richard Bachman experiment [1]. The question he was
             | answering was not how likely a random author was to
             | succeed, but how likely a good author was to succeed. So it
             | seems that the important question is what are the odds of a
             | genuinely good game going unrecognized, flopping
             | completely? What are the odds of a Valheim failing? And I
             | think that percent is extremely near zero.
             | 
             | [1] - https://en.wikipedia.org/wiki/Richard_Bachman
        
               | cubefox wrote:
               | I think the probability is quite high that even fairly
               | good games will flop, because there are so many indie
               | developers, and because the tools are so advanced. So
               | only the best of the best will succeed, or those which
               | satisfy some unique niche, or which somehow already have
               | an established brand.
        
               | somenameforme wrote:
               | If you're correct, then this would mean there are
               | countless genuinely great games on e.g. Steam going
               | completely untouched that would otherwise be megahits if
               | people simply knew about them. This sets up countless
               | _amazing_ commercial opportunities if you are correct,
               | that are seemingly just going completely untapped. But
               | for the more simplistic purposes of our discussion, can
               | you think of any particularly compelling examples?
               | 
               | Basically I'm arguing that there is no black swan. It's
               | not really hard to refute it, if I'm wrong, because all
               | you need to do is point to one. I suppose the inevitable
               | outcome might be we then hem and haw back and forth about
               | whether something is "good", but well - at least it's a
               | reasonable evidence based starting point, yeah?
        
               | ZephyrBlu wrote:
               | Among Us would be the most famous example of this.
               | 
               | The game was unknown for ~2 years (Released 2018, picked
               | up ~2020) until it got picked up by streamers and was
               | catapulted into the spotlight.
               | 
               | Why is it so hard to believe there are more games out
               | there like this? These kind of markets are nowhere near
               | efficient.
        
               | somenameforme wrote:
               | Among Us was released in November 2018, saw regular and
               | rapid gains in users for nearly every month that it was
               | released, and then went to the moon (briefly) after it
               | became a streaming fad. I just don't think this is even
               | an appropriate example?
               | 
               | Keep in mind the way that word of mouth works, it's about
               | the percentages - not the userbase size. Your active
               | userbase growing 30% a month doesn't look impressive when
               | that translates to 3 new people, but so long as that 30%
               | is reflective of organic word of mouth spread, that's
               | going from 10 users to 5500 in a couple of years. Their
               | userbase had increased by orders of magnitude before
               | streamers came, and there's no reason to think it
               | wouldn't not have continued to grow rapidly.
               | 
               | And that's one of the great things about games. People
               | love to talk about them, share what they're playing, and
               | also of course seek out those hidden gems. Players do
               | this for fun, others like publishers do it with a big
               | profit motive. If you think and can demonstrate that the
               | market is nowhere near efficient, then you could be
               | making a killing off of it.
               | 
               | [1] - https://steamcharts.com/app/945360
        
               | ZephyrBlu wrote:
               | If you look at the Twitch viewership on the chart you can
               | see that it led player count significantly even before
               | the massive blow up. There's a 26k viewer spike in 2019
               | then consistently 2k+ viewers in 2020 before it went
               | vertical.
               | 
               | Without content creators spotlighting it I highly doubt
               | the game would have gone anywhere. The developers even
               | say "we're really bad at marketing":
               | https://www.kotaku.com.au/2020/09/among-us-improbable-
               | rise-t....
               | 
               | The whole article is a goldmine: _"We stuck with Among Us
               | a lot longer than we probably should have from a pure
               | business standpoint," said Willard. "We tried to quit and
               | should have quit several times."_.
               | 
               | It's clear they got lucky here. This kind of organic
               | growth doesn't happen often, even with very good games.
               | 
               | > _If you think and can demonstrate that the market is
               | nowhere near efficient, then you could be making a
               | killing off of it_
               | 
               | The market being inefficient doesn't necessarily mean
               | it's easy to exploit. A publisher is far better
               | positioned than I am to "[make] a killing off of it".
        
               | strken wrote:
               | I think you're taking about two different things: a game
               | rising from a small number of players to a massive
               | phenomenon, and a game getting that small number of
               | players to begin with.
               | 
               | The HN analogy is a SaaS company struggling to become
               | profitable vs struggling to find the first ten or hundred
               | users. Profitability is very hard, finding a big enough
               | niche is very hard, but...ten users?
        
               | cubefox wrote:
               | If you pick the 10 largest apples out of 100 random
               | apples, then those will, with high probability, be
               | smaller than the 10 largest apples out of 1000 random
               | apples. This should be dead obvious to anyone.
        
               | Xen9 wrote:
               | I agree with you and Keyle.
        
           | dbspin wrote:
           | You're describing survivorship bias. It's impossible for you
           | to know about the great games that you haven't heard about.
           | I'd suggest listening to the devs on this one. I can attest
           | that 'the cream rises to the top' isn't remotely true in
           | areas I know more about - short stories, movies, music. There
           | is indeed lots of cream (in addition to lots more crap with
           | money behind it) at the top. there's also lots of cream, vast
           | gallons to stretch the metaphor, sinking always. Especially
           | now perhaps, in our era of vastly greater content production
           | and a well established arms race of advertising and
           | marketing.
        
             | karpierz wrote:
             | Can you point to some great movies that didn't see any
             | success this year?
        
             | strken wrote:
             | Which great games are pulling less than 1k steam sales? Or
             | have just a handful of reviews? I've found some games I
             | like with very low review count, but they're all clunky and
             | whimsical, or extremely short, or can't be played without
             | pestering the people you live with, or shoot themselves in
             | the foot in other ways.
             | 
             | At some point the needle to hay ratio becomes untenable and
             | searching the whole haystack is no longer possible for a
             | single person. You can still randomly sample the stack,
             | though, and rely on the opinions of others to find what you
             | personally missed, and good games with mass appeal _do_
             | tend to rise a little bit from random players stumbling
             | across them; maybe not to blockbuster status or even
             | profitability, but enough that a game with a marketing
             | budget should get more than 21 Steam reviews if it 's
             | genuinely appealing. There's really not a lot of cream at
             | the very bottom.
        
           | somat wrote:
           | Valheim is not an indie game, it is published by coffee stain
           | studios. Now it is a small dev team, and they defiantly take
           | the slow burn approach to development. Both common traits to
           | independent developers. And good for coffee stain publishing
           | to let them develop this way. But... I don't think I am being
           | too pedantic in saying indie means independently published,
           | and if you have a company publishing your title... you are
           | not indie.
        
             | m_0x wrote:
             | None of coffee stain studios are AAA games.
             | 
             | I think there's a blurry line that separates indie games to
             | non-indie games. Sure stardew valley is an indie game and
             | God of War is not. But those are the extremes of the
             | spectrum.
             | 
             | Is Hades an indie game? It is developed and published by
             | Supergiant Games, but at this point is really well known
             | and funded.
        
               | somat wrote:
               | I think that definitely language has shifted a bit, and
               | terminology that used to mean "artist that is unable or
               | does not want to get a publishing contract" now means
               | "small limited resource artist". I mean for gods sake
               | there are "indie" publishing companies now. Which I
               | regard as this amazing contradiction in terminology.
               | 
               | But yes, my pedantic side insists that if a large well
               | funded game(or movie or song) uses the same legal entity
               | to fund the game as was used to build it. They are
               | independent and may fairly use the term "indie". Steam is
               | a weird kink in the rules, because they are technically
               | publishing all these games. But I hand wave that away by
               | claiming that they are a market not a publisher(the
               | difference being that a publisher takes on risk by paying
               | you before the work is done).
        
             | MattRix wrote:
             | Indie is about whether some other company is controlling
             | what you make. This means you can make an indie game even
             | if it is published by another studio (like with Valheim).
        
           | MattRix wrote:
           | As someone who has been working as an indie game dev for the
           | past 13 years, I think you've got a pretty unrealistic view
           | of the situation.
           | 
           | You can't just make a "good game" anymore. The tastes of the
           | market get more demanding over time. To put it another way,
           | the bar for what constitutes a "good game" gets more and more
           | difficult every year. There are successful games from a few
           | years ago that would not get any sales if released today.
        
             | andsoitis wrote:
             | > The tastes of the market get more demanding over time.
             | 
             | That seems to me to be true of most (every) industries /
             | areas of human endeavor?
        
               | MattRix wrote:
               | It probably is, but because games are such a new medium,
               | the rate it's advancing (not just in terms of tech, but
               | also in design and audience expectations) is quite rapid.
               | It means if you work on a single game for a few years, by
               | the time you release it the demands of the market may
               | have changed dramatically.
        
             | SamoyedFurFluff wrote:
             | Could you name a few? Not trying to challenge I'm actually
             | really curious how the bar has shifted over time. (It also
             | makes me curious if it means newbies have an increasingly
             | high bar to clear and eventually pushes out young people?)
        
               | TylerE wrote:
               | Frankly most of them.
               | 
               | There are a dozen rogue-lite survival zombie games
               | released on Steam every week. (Only a slight
               | exaggeration).
        
           | passwordsarehar wrote:
           | It is objectively a good game yes, but you're glossing over
           | how it also released with _extremely fortuitous_ timing for
           | the type of game it is: a casual small-group-multiplayer
           | survival exploration builder that leans more toward a
           | lighthearted experience as opposed to the sweaty/hardcore
           | experience which is/was the norm for these types of games.
           | 
           | Valheim dropped early 2021, just into the 2nd year of real
           | COVID measures including lockdowns and an overall social
           | atmosphere of "stay hunkered down at home and don't go
           | anywhere". It was absolutely perfect timing, and I am 100%
           | convinced it would not have done _nearly_ as well if it
           | released 1 year earlier or 1 year later.
           | 
           | It's hard to make a shitty game successful without a AAA
           | marketing budget sure, but it's also hard to make a good game
           | successful without either a AAA marketing budget, or great
           | luck/timing.
        
           | bigger_inside wrote:
           | don't forget Rimworld. One guy making a huge and sprawling
           | game that ignored the studio sensibilities and became hit
           | (and a couple of memes).
        
             | Cthulhu_ wrote:
             | Rimworld (and I'm sure Stardew will also be mentioned) came
             | out years ago though; sure, the indie market was hopping
             | back then too, but it's gotten worse since then.
        
               | Etherlord87 wrote:
               | > Rimworld [...] came out years ago though;
               | 
               | Rimworld was released in 2018, two years after the
               | article was written (2016)
        
               | lfowles wrote:
               | 2013* It spent a long time in Early Access and was
               | already a beloved game by the time 1.0 released.
        
               | Etherlord87 wrote:
               | That's a fair argument, I was one of the backers and I
               | pretty much stopped playing the game (long) before it was
               | released (still well spent money).
        
             | hhmc wrote:
             | > that ignored the studio sensibilities
             | 
             | I mean, it's strongly 'inspired' by dwarf fortress, so any
             | heterodox design credit mostly belongs there
        
               | bigger_inside wrote:
               | design credit, absolutely! I'm speaking of Yayo and human
               | leather hats, though. :D
        
           | rcxdude wrote:
           | I think games like that, where it's a small team and they
           | grow to great success from essentially just word of mouth,
           | are very much lightning in a bottle. It's not just a case of
           | good game design, it's the right kind of game for the time,
           | and well as a fair amount of luck that the snowball starts
           | rolling at the start. It is true that the conditions have
           | more or less never been better for it to happen (arguably it
           | was easier before the market was as saturated as it is now),
           | it's just very rare for it to happen to any given game, even
           | with good execution.
        
           | ZephyrBlu wrote:
           | > _Make a game where people, with no connection or bias for
           | you, will organically recommend it - and you 're going to
           | succeed_
           | 
           | I.e. "make a fun game that has organic viral growth"
           | 
           | As if developers don't want to do that. You have not provided
           | any information of value here.
           | 
           | Organic viral growth is extremely rare, and "fun" is a
           | useless descriptor for someone trying to replicate "fun" in
           | their own game. Why would developers want to make a game that
           | isn't fun?
           | 
           | "build it and they will come" is almost always a lie, and the
           | times it's not (I.e. organic viral growth) are not
           | replicable.
           | 
           | If you're making something you have to solve for
           | distribution. Just making the thing isn't enough for it to
           | succeed.
        
             | _gabe_ wrote:
             | > Why would developers want to make a game that isn't fun?
             | 
             | Of course nobody wants to make a game that isn't fun. But I
             | know just how easy it is to get caught up into the "hustle"
             | mentality where all you're focused on is getting the
             | features _complete_. Once you 're in this mindset, it
             | becomes very easy to realize that your own game isn't even
             | fun _to you_. This simple reminder is huge, should be
             | repeated often, and is great advice.
             | 
             | Make a game that you would enjoy playing for hours on end,
             | and you'll likely gather an audience of people that also
             | enjoy it. It really is amazing at how easy it is to forget
             | this and end up building a game that even _you, the
             | creator_ , don't enjoy playing very much.
             | 
             | Likewise, it's very easy to focus on small slices of
             | gameplay and ignore the cohesiveness of the entire game. If
             | different mechanics are super fun, but aren't fun together,
             | you will have created a game that isn't fun.
        
             | Hermitian909 wrote:
             | > Why would developers want to make a game that isn't fun?
             | 
             | I mean, why do people want to write buggy software? It's
             | not on purpose, they're just not good enough to deliver
             | quality in a timely fashion.
             | 
             | My experience with most indie games cannot deliver on a
             | core gameplay loop that's satisfying, even when that loop
             | is not the draw of the game in which case I'd expect them
             | to ape something competent.
             | 
             | IMO an example of a studio that doesn't mess this up is
             | Giant Games. I've liked some titles more or less but the
             | core gameplay loop has always been _competently_ designed.
        
               | ZephyrBlu wrote:
               | Right, so what does saying "[the game] needs to be fun"
               | achieve? Absolutely nothing, because people who get it
               | translate that into something useful like "make a
               | satisfying core gameplay loop" and people who don't get
               | it are still wondering what the hell "fun" means.
               | 
               | I'm criticizing the shallowness and lack of information
               | in the comment. Everyone knows games should be fun.
               | Saying "[the game] needs to be fun" has literally 0 bits
               | of information and is a lazy explanation for why games
               | don't succeed.
        
               | nathants wrote:
               | games are art, and art has a certain i don't know what.
               | 
               | art has to risk failure or it's not art. perhaps has to
               | even be near certain to fail.
               | 
               | no one should be depending on art to feed their family.
               | 
               | no one should be making art for any reason other than
               | love.
               | 
               | art must be beautiful.
               | 
               | as many have pointed out, blockbuster movies and triple a
               | games are interesting, but they are not art.
        
               | krapp wrote:
               | Art is work, friend. I don't know if you've ever
               | encountered an actual artist in your life, beyond someone
               | making macaroni collages, but professionals in any craft
               | can't afford to do what they do for love alone. Certainly
               | not in game development, the most brutal, toxic and
               | exploitative industry a creative can work in. Even
               | Michaelangelo didn't paint the Sistene Chapel ceiling for
               | free.
        
         | matwood wrote:
         | > It became a game of marketing.
         | 
         | Welcome to selling pretty much anything.
         | 
         | "Early to bed, early to rise, work like hell and advertise." -
         | Ted Turner
        
         | mycocola wrote:
         | > There are about 30-35 quality titles being put out on steam
         | alone, every day of the week, weekends included.
         | 
         | Absolutely not. The vast majority of games released on Steam
         | are not good. You can verify this yourself by looking at new
         | releases. Maybe one or two out the ones released the 19th of
         | June are _potentially_ interesting.
         | 
         | Quality, defined as well-produced games in unsaturated niches,
         | is really the only thing that matters, but marketing can be a
         | multiplier of that quality. I've seen many games that blame
         | marketing for their failure, and I have seen many games that
         | fail despite their marketing. Usually those games are not
         | compelling, and reviews will confirm this. It's rare to see
         | games fail despite their high quality.
        
           | burntalmonds wrote:
           | Yeah, I agree. If anything, it's actually surprising how few
           | truly good games are ever released. There is still a massive
           | opportunity for indie games.
        
             | prmoustache wrote:
             | That doesn't mean this is a massive opportunity to sell.
             | 
             | I mean if a handful of quality games are buried within tons
             | of shitty games, what do people do? They buy a few random
             | cheap games at first, then realized most of these cheap
             | games are shitty and end up not looking at non AAA games
             | after a number of deceptions. Instead they wait for AAA
             | games to go on sales.
             | 
             | That is what at least what I did, instead of finding a gem
             | among indies, I just wait for well reviewed AAA ones to
             | lower in prices because I have other things to do than
             | reading hundreds of reviews to make up my mind and find the
             | gem among a huge pile of poo.
             | 
             | Additionally there are so many games entering the market
             | that all of them cannot be reviewed so there is little
             | chance your very nice indie game will be reviewed.
        
         | Aaargh20318 wrote:
         | For me the main problem with indie games is the amount of value
         | you get for your money.
         | 
         | Games are software, if you sell 10 copies or 10 million, it's
         | basically the same amount of work. That is: no matter how big
         | your development budget is, or how many you expect to sell,
         | 100% of that budget goes into developing 1 copy of the game.
         | 
         | However, the actual budget does scale with the number of
         | expected sales. A game that is expected to sell 5M copies is
         | going to have a much larger budget than a game that is expected
         | to sell 10k copies. Add to that the lower price of indie games
         | and there is a huge budget difference.
         | 
         | The end result of this is that as a gamer I can choose between
         | a EUR20 indie game representing maybe EUR500k of development
         | effort, or an EUR80 AAA game that represents EUR200M of
         | development effort. The AAA game may cost me 4 times as much,
         | but it gives me 400 times the value.
        
           | laeri wrote:
           | I have a different experience. I can't play most of the AAA
           | games as their gameplay seems quite simple in a lot of cases
           | and they often follow common structures. Indie games are
           | radically different in a lot of cases as they usually take
           | more risks and just the personality of the creator(s) shines
           | through.
           | 
           | My most favoure genre is roguelikes/roguelites which is just
           | not present in AAA titles.
        
             | AnIdiotOnTheNet wrote:
             | Have you played Scavenger SV4? Might not quite be the kind
             | of thing you're into but it is definitely something the
             | developer put a lot of time into making interesting.
        
           | Etherlord87 wrote:
           | You're right, this is a problem.
           | 
           | However you can look at the same logic from a different
           | perspective: If you're playing an AAA game, you're playing a
           | game made for everyone - and therefore for no one. This is
           | why some people (including me) aren't fans of AAA games.
           | 
           | Imagine the world (future) where material costs of most
           | things are insignificant and majority of the cost of your
           | food will be paying the designers of this food. Would you
           | want to eat the same, bland (can't be too spicy, can't have
           | particular ingredients-allergens, has to be safe for
           | children...) stuff everyone else eats? Or would you develop a
           | taste for something more niche?
           | 
           | Due to high budgets, the companies also don't want to take
           | risks, that's why indie games are innovative (and that's why
           | indie games fail more often?).
        
           | raincole wrote:
           | Your logic is 100% correct until you realize the only
           | conclusion it drives to is: there is no small teams that make
           | software, TV shows, comic books, anime, movies, books, and
           | video games that can survive.
           | 
           | The fact is game taste is quite subjective and different
           | people value different things.
        
           | ilyt wrote:
           | > The AAA game may cost me 4 times as much, but it gives me
           | 400 times the value.
           | 
           | So what non-multiplayer AAA game you played 400 times as long
           | than an 10 hour indie experience ? Or did you had 400x the
           | fun playing it?
           | 
           | That's very MBA way to look at it. Game's budget is only
           | vaguely correlated with how good it is _as a game_. Sure
           | prettier blah blah blah, but we had plenty of big games
           | coming out mediocre and just being bought coz of market
           | inertia of average non-internet-scouring user buying next AAA
           | title from big publisher and not even looking at the smaller
           | ones or indies.
           | 
           | Like, if I look at the top amount of spent time in game (the
           | "value" per spend money) it's some small dev management games
           | (Factorio, Banished, Rimworld, X4), the type of game that
           | most AAA developers just refuse to make in the first place.
           | Most of "singleplayer story driven ones" I've played also
           | fall out of AAA space because while 20 years ago industry was
           | busy making games like Baldur's gate or Fallout, now anything
           | similar only happens in sub-AAA space.
        
             | mvdtnz wrote:
             | Outright play time isn't the right way to measure the value
             | of a game (or any other piece of art or entertainment)
             | unless your sole purpose is to spend time. I value Half
             | Life 2 hundreds of times higher than skribbl.io even though
             | I probably have more hours in the latter.
        
             | Aaargh20318 wrote:
             | > if I look at the top amount of spent time in game (the
             | "value" per spend money) it's some small dev management
             | games (Factorio, Banished, Rimworld, X4)
             | 
             | I don't care for those kinds of games at all. That's the
             | problem with most indie games: they rely solely on
             | gameplay. Me, personally, I'm more into story driven games,
             | and that additional budget buys you better writers, actors,
             | mo-cap, etc.
             | 
             | > the type of game that most AAA developers just refuse to
             | make in the first place. Most of "singleplayer story driven
             | ones" I've played also fall out of AAA space
             | 
             | I'm mainly a PlayStation gamer and they release a lot of
             | story driven single-player games. It's the may reason I
             | stick to PS. God of War, Horizon, Uncharted, TLoU, etc. are
             | all amazing games and impossible to make on a small budget.
        
               | ykonstant wrote:
               | > I'm more into story driven games
               | 
               | I have yet to see a story as good as the Blackwell
               | series. Perhaps you have made up your mind that indie
               | games do not have good story lines, so you are not
               | looking for them. I don't know.
        
               | Aaargh20318 wrote:
               | I had a quick look and it looks really low-budget.
               | 
               | The thing is, I have limited time to play games, so I can
               | be very selective what I spend that time on. This means I
               | can limit myself to games that do everything right, not
               | just one thing. That means story, but also production
               | value. Good acting, good mo-cap, good graphic, a good
               | sound track, etc.
               | 
               | Why would I spend the limited time I have for gaming on
               | games that don't check _all_ the boxes ? There may not be
               | a lot of games that do, but there are enough for me to
               | only play those kinds of games.
        
               | rasz wrote:
               | >really low-budget
               | 
               | because they were first. Look at later games from the
               | list http://www.wadjeteyegames.com/games/
               | 
               | Gemini Rue, Primordia, Technobabylon, Shardlight,
               | Strangeland, but especially Unavowed!
               | 
               | Clifftop Games Whispers of a Machine and Kathy Rain are
               | also good https://store.steampowered.com/developer/clifft
               | opgames/#brow...
        
               | stereolambda wrote:
               | Just for another perspective, there is a limited space of
               | games story- and gameplaywise that can get major funding.
               | If you want something outside this, you have to go indie.
               | You can be also satisfied with the AAA games. Just as
               | there are great independent films and Hollywood classics.
               | They should be able to coexist in the market.
               | 
               | But honestly I don't play AAA titles because they are
               | expensive (don't feel worth it for me, so similar
               | argument as yours), and are designed for long immersive
               | sessions and not 20 mins here and there. There are
               | secondary factors like Linux compatibility and disliking
               | the companies. For story and visuals I prefer films.
               | Second hand I hear that mainstream titles are either
               | designed stupid easy, or in a small niche with spiteful
               | level of difficulty, but this is probably exaggerated
               | sentiment.
        
               | Aaargh20318 wrote:
               | > For story and visuals I prefer films.
               | 
               | I like films, but the problem with them is that they have
               | to cram a story into 2 hours, maybe 3. With games being
               | 20-40 hours, there is much more room for in-depth
               | storytelling and world building. Also, being in control
               | of the main character makes a story hit differently from
               | passively experiencing it.
        
               | flohofwoe wrote:
               | > God of War, Horizon, Uncharted, TLoU, etc. are all
               | amazing games and impossible to make on a small budget.
               | 
               | You only list successes, but it's exactly this type of
               | story-driven block buster games that can sink a
               | development studio if just one thing goes wrong (and it
               | doesn't even have to be the fault of anybody involved
               | with the game).
               | 
               | Enjoy this type of game while it lasts, because this era
               | is coming to an end, it's just not sustainable.
               | Eventually each studio will produce an expensive flop,
               | and it's much harder to build an AAA development team
               | then to destroy one.
        
               | Hermitian909 wrote:
               | > Enjoy this type of game while it lasts, because this
               | era is coming to an end, it's just not sustainable.
               | 
               | Do you also think blockbuster movies are not sustainable?
               | Because AAA games have a _very_ similar business model.
               | Actually in some ways games are more attractive due to
               | the possibilities with DLC.
        
               | reddit_refugee3 wrote:
               | You are making quite a few generalizations that I don't
               | think are necessarily accurate these days. Indie games
               | don't always "rely solely on gameplay". That's just not
               | true.
               | 
               | In fact, I would say one of (if not the) greatest
               | narrative games I have ever played, Disco Elysium, would
               | absolutely be considered "indie" by just about every
               | metric.
        
           | mejutoco wrote:
           | This is assuming that the more money is spent in development
           | the more value you get out of the game. That is a big
           | assumption, maybe true for very established game genres.
        
           | AnIdiotOnTheNet wrote:
           | > The AAA game may cost me 4 times as much, but it gives me
           | 400 times the value.
           | 
           | I... guess? If your only calculation of value is how much
           | money was spent making the latest edition of a cookie cutter
           | experience like 90% of AAA games are (because execs aren't
           | willing to risk budget coloring outside the lines). And
           | frankly I find that pretty sad, but looking at sales numbers
           | I guess that's the majority of the gaming market.
        
           | prmoustache wrote:
           | And you forget the depreciation. 20$ small indie game compete
           | with 4 or 5y old AAA games with much bigger content that are
           | now sold at 20$.
        
         | raincole wrote:
         | I think you romanticized the past.
         | 
         | > When the movie "Indie games" came out, this was the prime
         | time to get indie games out.
         | 
         | > It's a marketeting's game now. So you probably want a
         | publisher to be in charge of that...
         | 
         | Fact: Jonathan Blow, one of the devs featured in the movie
         | "Indie Games", signed a contract with Microsoft way before
         | Braid (one of the games featured in the movie) came out.
         | 
         | You want a publisher, or just _someone else_ , to be in charge
         | of _something_ , if you're not very good at or interested in
         | _something_. Big news, I know.
        
         | reddit_refugee3 wrote:
         | "True" indie games are far from dead, there are just different
         | degrees of quality and success. Yeah, there is a lot of
         | shovelware, but there are also tons of amazing indie games
         | coming out on a regular basis.
        
         | flohofwoe wrote:
         | > It's a marketing's game now.
         | 
         | Making games break even always was 90% marketing though, maybe
         | the current indie scene had it's own little "happy time" period
         | where it was enough to create a high quality game and put it up
         | on Steam to sell on its own, but that definitely wasn't the
         | case for "non-indie" games since at least the late 90's (the
         | way how game marketing is done has changed dramatically
         | though).
        
           | ilyt wrote:
           | > maybe the current indie scene had it's own little "happy
           | time" period where it was enough to create a high quality
           | game and put it up on Steam to sell on its own
           | 
           | That was never the case.
           | 
           | Just that some indie that made "good enough" or "great" game
           | got lucky that they got picked by "right" streamer or
           | youtuber that liked it and it got virally popular off it.
           | 
           | Like I doubt Minecraft would explode as it did if Yogscast
           | didn't pick it up and made a popular YT series about it,
           | which also made modders jump on the then-barren game, making
           | it even more interesting.
        
             | Ekaros wrote:
             | Or by Valve and Steam itself. They were essentially king
             | makers when they really curated the content. Then came
             | Greenlight and later just opened flood gates. Justly I
             | think. The curation was not optimal model.
        
             | Etherlord87 wrote:
             | Who is convinced by such argumentation I wonder? If there's
             | a hypothesis, and there's multiple examples disproving the
             | hypothesis, and not even a single example proving the
             | hypothesis is provided - how can you be a fan of the
             | hypothesis?
             | 
             | It may be a matter of marketing and luck to make money on a
             | "good" game, but a brilliant game is destined to spread
             | like wildfire, because the gaming community is enthusiastic
             | enough to look for such gems and announce the findings.
        
             | cableshaft wrote:
             | > Like I doubt Minecraft would explode as it did if
             | Yogscast didn't pick it up and made a popular YT series
             | about it
             | 
             | Pretty sure before Yogscast there was already the
             | rollercoaster minecart video released and on Kotaku (and
             | other sites) that made Notch a millionaire overnight.
             | 
             | Yogscast may have helped shoot it into the moon, but Notch
             | had already joined the mile high club by then.
        
         | fileeditview wrote:
         | I disagree. There are still "true" indie games out there. Just
         | the masses of games produced that call themselves "indie games"
         | are not. Often it seems to be used as an excuse for an
         | unpolished, boring and in the end shitty game.
         | 
         | You are right that it became a marketing game. It was a hype
         | and everyone started to call its product an indie game. The
         | solution however is not more marketing. It will automatically
         | solve itself. Games made by passionate small dev teams that
         | really love what they are doing will still produce indie
         | success hits.
        
           | gareve wrote:
           | > Games made by passionate small dev teams that really love
           | what they are doing will still produce indie success hits.
           | 
           | If there's 5 indie games that fit that description, people
           | can easily enjoy, & more importantly, remember them.
           | 
           | What happens when 20, 30, 50 games fit that description?
           | There's no way no good games fall through the cracks. The
           | amount of games developed in a year increases while people's
           | retention remains constant.
        
             | fileeditview wrote:
             | Of course there might always be exceptions but I doubt that
             | games like Stardew Valley or Papers, Please! could fall
             | through the cracks.. but who knows.
             | 
             | I think there is a general saturation problem. I won't have
             | the time to play 20, 30 or even 50 games a year. I don't
             | need more games but better ones (in general.. there are of
             | course great games).
        
           | reddit_refugee3 wrote:
           | Yeah, I think it is important to distinguish worthless
           | shovelware with quality indie titles. Both still exist.
        
         | magic_hamster wrote:
         | 6 months is a very short development cycle. It's also very hard
         | to build an audience in such a short time frame. Obviously if
         | you repeat this cycle you are going to get very frustrated.
        
         | dmix wrote:
         | > the market got flooded with developers living on 5c a week
         | and eating noodles, working on serial games
         | 
         | The line between indie game and zero budget side
         | project/potential small business often gets skewed in these
         | sorts of discussions. Anyone in the startup scene eventually
         | learns the distinction between a startup legitimately chasing
         | high growth and a small business caught up in a trend.
         | 
         | Sometimes you should just be a small business, not simply
         | because you as a person are not capable of making something
         | high growth, but because your own circumstances, team, effort,
         | and product simply aren't much beyond a niche play.
         | 
         | There's nothing wrong with running a small business, plenty of
         | people live fulfilling lives fully supported by one, but if you
         | really want to be something more (like topping console charts
         | absent a lottery viral win) it's going going to take plenty of
         | chutzpah and commitment. Otherwise as a business model it's way
         | more profitable and time saving to be realistic.
        
         | onion2k wrote:
         | _It 's a marketeting's game now._
         | 
         | I don't think that's true. Not because I think an indie game
         | can succeed without marketing, but the opposite. I think most
         | indie games would still fail _even with incredible marketing_.
         | They 'd just lose _more_ money because they 'd have an
         | additional cost. You can't always advertise your way to success
         | in a completely saturated (or over-saturated) market,
         | especially if your competitors are trying to do the same thing.
         | You can either get lucky or fail.
        
           | Cthulhu_ wrote:
           | Non-indie games too; think Daikatana, Anthem, Babylon's Fall,
           | Duke Nukem Forever, Shenmue, etc; all high budget, high
           | marketing budget titles but ultimately flops.
        
             | magic_hamster wrote:
             | To be fair, now that we got a chance to play a leaked (and
             | reconstructed) version of the Unreal DNF build... If this
             | game came out in 2001 it would absolutely be a top tier
             | legendary title. It's tragic that they didn't finish it
             | when they should have. It had nothing to do with marketing.
             | Just plain old fucking up.
        
         | barrysteve wrote:
         | The market is saturated with remakes and games with nothing to
         | say. This is the exact problem Norbet Weiner described in the
         | 1950's book Human Use of Human Beings. Computers are
         | characterized as a Spiritual Filter in that book and the aim is
         | to get a message through the filter.
         | 
         | These games aren't selling, cause everyone can tell they've got
         | nothing to say. The know-how that goes into making them is very
         | good, but the content itself is hollow.
         | 
         | Steam's most played is plastered with games from 2015-2019
         | because nothing has knocked them off the throne yet. We all
         | should be wary of making "a game" or "an game" or "a remake"
         | and only make a game when we have something worth saying in a
         | game format. The premise is so underrated lately.
         | 
         | We know what happens when the games market is saturated with
         | hollow, empty games. 1983 video game market crash.
        
           | noobermin wrote:
           | This might be harsh, and may be a crash isn't needed, but
           | clearly if there's oversaturation, it is just natural that
           | making "indie" games shouldn't make money. It is depressing
           | perhaps for people who want to make games which clearly is a
           | lot of people, but you're just upset at the economics of
           | reality.
        
             | barrysteve wrote:
             | Huah? I'm not upset about the economics though. I'm just
             | describing what I see. What upsets me is the drop in
             | meaningful/just games to play. I really like playing and
             | making games, and seeing a valuable thing be created....
             | It's not happening often any more in the Steam games space.
             | It genuinely hurts to go from GTA V, RimWorld, Stardew, CS
             | and HL (ect) to empty, hollow games.
             | 
             | It's okay with me if it crashes. My core ethos is that
             | cream rises to the top. It should be hypothetically
             | possible to make a video game that sells in the great
             | depression or whatever economic nightmare. I wouldn't try
             | to do that, because it's basically insane to try... but if
             | you're going to make a game, don't half-ass it. Have
             | something to say!
             | 
             | It has to be worth playing and buying even in hard times..
             | Just making "AN game" isn't enough. The Hollywood
             | screenwriters would beat a premise to death before green-
             | lighting it. I only say that to point out that the
             | phenomena exists in other industries too.
        
               | d0gsg0w00f wrote:
               | > Have something to say!
               | 
               | So much this. This same theme repeats itself all over the
               | place. Humans have an amazing BS filter. We can detect
               | ingenuity even when we don't understand it. That's why
               | I'm not too worried about AI.
               | 
               | With almost every aspect in life--just focus on being a
               | real, genuine person and the rest will work itself out.
        
               | badpun wrote:
               | > With almost every aspect in life--just focus on being a
               | real, genuine person and the rest will work itself out.
               | 
               | It won't, at least not in terms of money. Most people's
               | indiosyncracies aren't conducive to making enough money
               | to sustain oneself - that's why we have the job market,
               | where people sell their time, and spend it doing stuff
               | that other people actually want to pay for.
        
         | bdw5204 wrote:
         | Game development has turned into the same kind of nightmare
         | that music is for anybody who wants to go into it. 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.
         | 
         | Another major problem is how long today's high budget games
         | are. 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. If somebody is
         | playing 300 hours of that extremely bloated Assassin's Creed
         | game about Vikings, they're not playing other games in that
         | time and presumably have less interest in buying them.
         | Likewise, stuff like GamePass and the new tiers of PS+ that
         | offer access to an enormous number of games for a small
         | subscription fee have to be cutting into game sales. And new
         | games are also competing with 50 years worth of old games.
         | 
         | I wonder if many of the indie games, especially story driven
         | games, might be better off as movies. Given how everybody
         | carries a camera in their pocket these days, Hollywood movies
         | are formulaic garbage and no actors are stars anymore, there's
         | probably a market for innovative low budget movies shot in the
         | woods on a single phone camera by a few friends and with little
         | to no special effects. That seems like it'd be lower time/money
         | cost and higher expected reward than game development plus
         | you'd get to be outside doing interesting things rather than
         | just sitting at a computer for years working on a game that
         | will most likely be played by a few dozen people.
        
           | karpierz wrote:
           | Analogously:
           | 
           | I wonder if many of the low budget films, especially
           | narrative focused films, might be better off as games. Given
           | how everybody has a computer these days, AAA games are
           | formulaic garbage and games aren't centered around a single
           | developer any more, there's probably a market for innovative
           | low budget games made in a basement on a single computer by a
           | few friends and with little to no art assets. That seems like
           | it'd be lower time/money cost and higher expected reward than
           | movie production, plus you'd get to spend time on the
           | internet researching interesting technical problems rather
           | than just sitting in a movie editor for years, working on a
           | movie that will most likely be watched by a few dozen people.
           | 
           | tl;dr: I don't think a good movie is any easier to make than
           | a good game.
        
             | JohnFen wrote:
             | But games and movies are very, very different mediums that
             | don't substitute for each other very well.
        
             | bobthepanda wrote:
             | The issue is that filming in meatspace is still often less
             | complicated than trying to make those graphics on a
             | computer (assuming your low budget movie has little to no
             | CG). And if you want voices, you still need labor.
        
               | karpierz wrote:
               | If you want to make a game, it's never been easier!
               | Download Unity, download a bunch of free
               | sounds/textures/models/etc, and then write some simple
               | code to your things around.
               | 
               | If you want to make a movie, it's never been easier! Grab
               | your smartphone, write a script, grab some friends and
               | have them read it, then post.
               | 
               | But from experience, actually making something passible
               | (much less "good" or "great") takes years of dedicated
               | practice, which is more accessible thanks to the above,
               | but still doesn't really make the years any shorter.
        
               | bobthepanda wrote:
               | I think for most of the general public, a movie shot on
               | your phone represents a significantly smaller burden than
               | programming.
               | 
               | The oft-quoted figure is that the production cost of the
               | original Paranormal Activity was $15,000, and that was
               | made before the advent of smartphones.
        
             | spywaregorilla wrote:
             | You can only play so many small narrative focused games
             | before you realize they're pretty boring. Especially if
             | you're saying they have few art assets. People say these
             | things are great, but part of that appreciation is for the
             | novelty of a game being so stripped down and devoid of
             | gameplay that it feels interesting.
        
               | strken wrote:
               | I really like narrative games and don't think they're
               | boring, but the ones I play have hundreds of thousands of
               | words of dialogue paired with reasonable gameplay loops,
               | e.g. Failbetter or Spiderweb Software rather than
               | critically acclaimed walking sims.
        
               | aleph_minus_one wrote:
               | > You can only play so many small narrative focused games
               | before you realize they're pretty boring. [...] People
               | say these things are great, but part of that appreciation
               | is for the novelty of a game being so stripped down and
               | devoid of gameplay that it feels interesting.
               | 
               | I honestly like this kind of games (and buy copies of
               | them). But as far as I am aware (I read quite some
               | articles about this topic) such games typically have a
               | very small audience that is highly positive about such
               | games. This means: such avant-garde games, if they are
               | good, do have their niche of people who will buy and
               | highly praise them, but outside of this group, which is
               | quite separared from other types of gamers, hardly
               | anybody is interested in such games. In other words: you
               | will sell some copies and get great ratings if the game
               | is good, but you won't sell very many copies.
        
       | greybox wrote:
       | This game looks cool, but having trouble when releasing a
       | platformer these days sadly doesn't surprise me, its one of the
       | toughest markets in games right now.
        
       | epolanski wrote:
       | The amount of negativity and criticism in the comments here is
       | sad.
       | 
       | Not only I think it's way too easy to criticize other's work and
       | choices (in hindsight), but there's also a total lack of empathy.
       | 
       | We should cherish many small developers and entrepeneurs that
       | share their experiences with such honest and thorough posts about
       | the experience as they offer unique and valuable inputs and
       | reflections.
        
         | fullshark wrote:
         | People are doing a postmortem, for the purpose of learning 7
         | years later. Comments don't strike me as that negative really
         | and people are relishing an in depth look at failure cause the
         | in depth looks at success are overrepresented statistically.
        
         | Cthulhu_ wrote:
         | I mean, even if the developers did everything right, that's no
         | guarantee for success; there's a ton of competition, and a lot
         | of indie hits are more by chance than design.
        
           | dgb23 wrote:
           | Vice versa, there are plenty of games that are low quality
           | (some some dimensions or another) and make tons of money.
        
           | chaostheory wrote:
           | Getting just the basic things right is hard. Imo designing
           | and implementing fun is much harder than utility.
           | 
           | I'm sure everyone has seen beautiful looking and sounding
           | games that were downright boring or broken
        
           | WeylandYutani wrote:
           | Indeed. Art/entertainment is not an exact science. There is
           | no code to crack.
        
           | hinkley wrote:
           | World is full of great movies or games that came out a few
           | weeks after a blockbuster and never got the buzz they
           | deserved. Once in a while they become cult classics.
        
         | barrysteve wrote:
         | The dev is obviously skilled. He created all of that game
         | himself and made his crowd cheer at PAX EAST 2015. He did a
         | good job, good for him!
         | 
         | I think there's a lot of empathy in putting yourself in his
         | shoes and trying to help his game succeed, via
         | deconstructing/criticizing the game's weaknesses.
         | 
         | And if he's around making indie games again, he'll want to know
         | what current devs think of the market..
        
         | magicalhippo wrote:
         | I remeber Gamasutra (game dev news site) having a regular Post
         | Mortem column, where developers who had shipped a game would
         | write about what worked and what didn't during development and
         | launch of the game.
         | 
         | Even though I wasn't a game dev I really enjoyed reading these,
         | as most contained info applicable to other teams as well.
         | 
         | edit: Oh wow, I had assumed they had gone the way of the Dodo
         | after being bought way back, but seems they're still going:
         | https://www.gamedeveloper.com/search?q=post%20mortem
        
           | Solvency wrote:
           | I used to love reading Post Mortems back in the early 2000s.
           | Maybe it's nostalgia lenses but the problems and obstacles
           | just felt so much more relatable and interesting. Now it's
           | all market dynamics and marketing and tortured business
           | mechanics and layers of artificial tech complexity. It's more
           | depressing to read than motivating.
        
         | cttet wrote:
         | I don't consider the comments helpful as well, but quite
         | contrastively, because of the over optimism.
         | 
         | Lots of the comments contribute the failure to quite a few
         | reasons, and emphasize on the effect of the reasons. But the
         | real thing is this actually can imply that the failure can be
         | narrow down to "a few simple obvious fixes".
         | 
         | To me it make me feel good since "a bad title" can be a very
         | simple excuse to think that "what if I fix that, things would
         | get better" and ignore more problem in depth.. Since I can
         | never go back in time and retry it in the exact same setting.
         | 
         | Things like "It's OK, you have tried your best" is the real
         | negativity to me, since it implies that I have reached the best
         | I can do in potential/capacity, and can be quite discouraging.
         | But it is quite helpful sometimes since I can recogonize my
         | limits and try to improve myself or pivot.
        
           | A4ET8a8uTh0 wrote:
           | I am willing to agree for one more reason. Success has many
           | fathers and few have issues with sharing their story ( even
           | if it is sanitized ). Few have 'intestinal fortitude' to go
           | over their failings. Even if the game flopped ( I looked, I
           | actually liked the aesthetics -- it struck a chord, so
           | something was there ), we all can learn something from it and
           | the author should be commended for it. It is not easy ( or
           | fun ) to expose oneself to internet scrutiny.
        
           | erikerikson wrote:
           | A different interpretation of "you tried your best" is valid.
           | It's not a remark that one has reached their capacity but
           | that one made their honest best effort for the moment they
           | made it (even if it often doesn't feel that way). In fact,
           | because of that effort they'll have learned things that will
           | make their next best efforts even more effective and less
           | prone to the risks that reduced the desired outcome of the
           | prior effort. Bests are a constantly evolving target.
        
         | Etrnl_President wrote:
         | [flagged]
        
           | rfrey wrote:
           | Not always. I'm pretty sure MY failures in life are because
           | I'm bald. Certainly they have nothing to do with my own
           | choices.
        
           | wizzwizz4 wrote:
           | That's obviously not true; but I don't get why you're saying
           | that. What prompted it?
        
         | rawbot wrote:
         | This was 7 years ago. What good would vapid praising comments
         | do?
        
           | rfrey wrote:
           | It's interesting that you think seven-year-old positive
           | comments are vapid, but seven-year-old negativity is not.
        
           | epolanski wrote:
           | I'm saying authors of such content should be cherished for
           | sharing it, and after writing a 30 minute-long article they
           | may deserve some criticism that goes beyond the "obviously
           | they failed with such a name/marketing/game/whatever" seems
           | way too cheap and dismissive especially if not really
           | motivated.
        
             | badsectoracula wrote:
             | How is it dismissive when that is the reason why they
             | failed? What more can one way when they see a game that
             | doesn't have any interesting visuals, a generic name and
             | overly niche gameplay?
             | 
             | Even ignoring that this is a very old article, what sort of
             | feedback do you expect people to give?
        
         | mrangle wrote:
         | In general, a socially and personally healthy life choice is to
         | refrain from pointed criticism of anyone's work whose specific
         | profession one is not in. Apart from instances when their
         | performance has directly impacted you.
         | 
         | If for no other reason than the fact that you haven't attempted
         | it and therefore don't actually know.
         | 
         | After that, the next level of karmic adjustment is to refrain
         | from posting bad reviews of restaurants.
        
           | thewebcount wrote:
           | No, that's just stupid. If someone sings off key, I have
           | every right to say that person is singing off key and it
           | sounds bad even if I also cannot sing on key. If I see a bad
           | movie or read a bad book, I have every right to criticize it
           | even if I cannot direct a movie or write a book myself.
           | 
           | I don't need to have attempted any of those things to know
           | that what I experienced was sub-par. I've heard better
           | singers, seen better movies, and read better books.
           | 
           | If what you said were true, only movie directors would be
           | able to criticize movies. That's not helpful.
        
             | joebob42 wrote:
             | Thank you.
             | 
             | I see gps sentiment more often than I can understand, and
             | it horrifies me. Especially as regards creative mediums
             | (music, art, etc) where the point is to entertain. I may
             | not know exactly what's wrong with a work, but I'm
             | obviously qualified to critique it.
             | 
             | But even in other areas. It's easier to tell if something
             | is good than to make a good thing. With a limited number of
             | exceptions, I can tell if something someone did is crappy
             | or not with a fairly limited understanding of their field.
        
         | hinkley wrote:
         | We should cherish small developers. Simultaneously releasing on
         | three platforms? What small developer do you know who does
         | that? I'm still waiting for critics' favorites to be ported to
         | platforms I own.
        
       | Noumenon72 wrote:
       | Their last release was in 2016 as well. Hope they're all doing
       | well.
        
       | rasz wrote:
       | 2 years spend on Ouya Flash looking game. No, it wasnt the title
       | or marketing.
        
         | TranquilMarmot wrote:
         | This comment is a little mean-spirited. This looks like an
         | indie game that I would have expected to have launched during
         | the time period that this was written, and it's a pretty good
         | post-mortem on how the game was made, marketed, and where it
         | failed.
        
           | rasz wrote:
           | Its realistic and factual. Game was made for Ouya by a studio
           | specializing in Flash games. Its still $10 after 7 years,
           | would you pay $10 for this game?
        
           | lmm wrote:
           | > This looks like an indie game that I would have expected to
           | have launched during the time period that this was written
           | 
           | Disagree. I think it genuinely looks significantly worse:
           | it's so thoroughly _brown_ , and the blocky level design
           | looks like a zillion super mario clones. That seems like a
           | bigger factor to me; yes, it matters that you can't tell
           | what's going on looking at the gameplay, but that would be
           | much less of an issue if it looked good/interesting.
        
         | Rallen89 wrote:
         | Yeah, they spent a good chunk talking about a distinctive art-
         | style of games they liked but the game looks derivative of so
         | many 2d platformers
        
           | jeroenhd wrote:
           | The brand backing helps, but Nintendo still sells plenty of
           | copies of Mario, the gameplay if which wasn't all that
           | inspired back in the day either. Even Spelunky is just a good
           | implementation of a type of game dating back to the late
           | eighties.
           | 
           | Consider indie titles like Minecraft and PUBG taking off with
           | completely ripped off assets and game ideas because they made
           | a great version of an existing concept. Minecraft had the
           | visual style of a 2005 bargain bin game and PUBG is the
           | blandest of bland models and art design coupled with a good
           | implementation of their earlier mod. You don't need to be all
           | that original, gameplay or art style wise, to make a game
           | successful.
           | 
           | I don't think this particular art style was all that common
           | on the PS4 or Xbox One. There was a lot wrong with the way
           | they presented and marketed the game, but I don't think the
           | art style is that much of a problem.
        
       | somenameforme wrote:
       | This feels like they completely missed the reasons that they
       | failed, which is a great way to ensure they fail again. I don't
       | know how you can blame marketing with a straight face when your
       | game was featured on multiple Nintendo front pages. That's more
       | marketing than like 99.9% of games get, and you're performing way
       | worse than average. The issue isn't marketing.
       | 
       | In the article when it gets to the question of whether the game
       | is fun, the developer beats around the bush. 'Well you see...'
       | which is as good as saying, "no." What's "fun" in a hyper-social
       | 'indie fest' type of environment with a bunch of people _wanting_
       | to like everything, has little relationship to what 's fun when
       | you're at home with some friends. In the right environment people
       | can get really hyped and excited over a literal snail race [4].
       | It doesn't mean those people are watching snail race reruns at
       | home.
       | 
       | Then there's the game itself. You can find the game/discussion of
       | it here [1]. There were many complaints about bugs, misleading
       | labeling, poor/buggy and unremappable controls, and more. There
       | were also somewhat more 'positive' questions like somebody simply
       | asking how to even play local-coop since it seems its not well
       | elaborated on in the game. And the developer chose to completely
       | ignore everything and everybody, making a grand total of 4 posts
       | - including 2 about a negative review.
       | 
       | There is no recipe for success in games, beyond making good
       | games. Games have become easier to make than ever (even back in
       | 2016), players now have to-play queues months to years long, and
       | there are simply a lot of _really_ good games out there and more
       | being released every day. This game, a silly casual party style
       | game, was directly competing, in 2016, with games like Ultimate
       | Chicken Horse [2].
       | 
       | There's also a lot of other problems. The game's theme isn't
       | unique. It feels like a Goat Simulator [3] rip off, in terms of
       | theme, even today. Incidentally Goat Simulator released just a
       | couple of years prior to this game, so it was going to be
       | bucketed there even harder back then. There's also the issue of
       | price. You're going to be compared against games of the same
       | price (such as Goat Simulator, again), and $10 is a relatively
       | hefty price for this sort of game.
       | 
       | The game almost certainly would have well more than 5x the
       | success it did at a price tag like $2, where it can be more
       | comfortably bought as a joke or whatever. And if you want to get
       | into meta-market gimmicking, add Steam cards. There's lots of
       | collectors who will pick up cheap games with cards because in a
       | number of cases, cheap games on discount can be bought for
       | 'profit', where the card values themselves become worth more than
       | the game.
       | 
       | But really most of all, just make a fun game. We live in an era
       | where games can stay purchasable indefinitely on both PC and
       | consoles. If you make a game that people will organically go out
       | of their way to recommend, you're going to succeed. There's an
       | ever increasing number of long-tail successes, and in games I
       | expect this to increasingly become the norm. Even for games like
       | GTA V, it's long tail success [5] is really starting to rival
       | that up-front success that marketing budgets in the hundreds of
       | millions buy.
       | 
       | ---
       | 
       | [1] - https://steamcommunity.com/app/342920/discussions/
       | 
       | [2] -
       | https://store.steampowered.com/app/386940/Ultimate_Chicken_H...
       | 
       | [3] - https://store.steampowered.com/app/265930/Goat_Simulator/
       | 
       | [4] - https://www.youtube.com/watch?v=r-6Wwd184uo
       | 
       | [5] - https://steamplayercount.com/app/271590
        
         | badsectoracula wrote:
         | > There is no recipe for success in games, beyond making good
         | games.
         | 
         | There was an ancient gamedev site in the ancient times of
         | 2000-2001-or-so when the "indie" term first started being used
         | online to describe what up to that point was largely called
         | "shareware games" and the term already a lot of negative
         | connotations attached to it.
         | 
         | I don't remember much about the site because i only found it
         | around when it shut down but there was an advice from someone
         | who actually made a living back then making games i remember
         | that went something like: code, graphics, music, design,
         | marketing are _all_ aspects and elements of your game and they
         | do not add, you can 't ignore one and hope the others will pull
         | it up, instead they multiply - fail to pay attention to any of
         | those elements and it will drag down the rest.
         | 
         | I paraphrase a bit (or a lot) since it has been more than two
         | decades since i read that but i think it holds up today as much
         | as it did back then.
        
           | [deleted]
        
       | andai wrote:
       | The images didn't load for me, but this archived version has
       | them: https://archive.ph/jlWJX
        
       | ReactiveJelly wrote:
       | I remember reading a dev diary from Toto Temple years ago, about
       | making their character select menu run in-engine so they could
       | make sure all 4 players knew how to use the dash move.
       | 
       | Then I lost track of the game.
       | 
       | It's funny that 2 years after this article, in 2018, Celeste
       | became a triple-I hit using a similar dash move but single-
       | player. Turns out pixel platformers still had some juice left,
       | but couch MP is never coming back.
        
       | zoklet-enjoyer wrote:
       | Should have called the game Get the Goat. That would make me
       | curious enough to look into it. Toto Temple makes me feel
       | nothing.
        
       | pbhjpbhj wrote:
       | I didn't see price mentioned, nor totals for revenue?
       | 
       | I wonder how much it would cost to port to Switch as "Get the
       | Goat" (or maybe King Goat, Goat King, Capture the ... Goat, ...).
       | To capture that couch co-op long tail.
       | 
       | It's interesting how the marketing of other games impacts,
       | particularly around naming.
       | 
       | The Stegosaurus tail link was possible more interesting.
        
       | msie wrote:
       | Off-topic, Only Up is one of the best games Ive seen in years.
       | Check it on YouTube.
        
       | remram wrote:
       | Move or Die is a similar game, except it has hilarious narration,
       | many game modes, a ton of mutators, and online multiplayer.
       | Taking a look at Steam, it is $15 to Toto Temple's $10. It's just
       | too small a game in a very competitive genre.
        
       | honkycat wrote:
       | I was one of those kids who LOVED video games, and I went to
       | school to learn how to make them. Thankfully, I listened to my
       | parents, and got a degree in Computer Science instead of a game
       | focused major.
       | 
       | I tried for a long time time do the indie dev thing, but i just
       | didn't have the commitment to stick with it after a full time
       | job.
       | 
       | The friends I went to school with who DID end up in games are not
       | working on Dark Souls 3. They tend to work on shitty mobile games
       | with barely any game play, and make half as much as I do with a
       | way less portable skill set.
       | 
       | Personally: I am happy with how it all turned out. I prefer
       | building actually useful tools and applications over building
       | shitty video games.
       | 
       | After reading enough of these indie game funerals, I have come to
       | the conclusion that there just isn't a market there anymore. I
       | think the data agrees with me here.
       | 
       | I also make music in my free time, and it is a similar issue. I
       | pour work into my music, and for what? For nobody to care or to
       | listen to it. So it goes.
        
       | Kapura wrote:
       | Extremely detailed and good analysis, and I agree with just about
       | every point. A lot of it feels like a mystery story, 'why did
       | this game that had good convention vibes not sell?' and I think
       | their ultimate root cause analysis is spot on:
       | 
       | > we think the biggest factor is because it's a local-multiplayer
       | game with no online play.
       | 
       | Ultimately it's important to think about who the people on the
       | other end of the console are who buy the game are looking for; in
       | 2023, multiplayer games without online play don't fill a critical
       | niche. I think it's easy to see people at festivals enjoying a
       | game and think it's guaranteed money, but festival games
       | atmosphere is unique, and not necessarily the same as just some
       | dude scrolling thru steam looking for something to play.
        
         | musicale wrote:
         | Conventions like PAX are basically the perfect environment for
         | a pick-up-and-play multiplayer game.
         | 
         | There may be a shrinking market for those sorts of games, but I
         | expect there are many people who only play Mario Kart and Super
         | Smash Bros. locally and never go online.
        
       | bulbosaur123 wrote:
       | The game looks just bland.
        
         | adhvaryu wrote:
         | It was 8 years ago and the Indie game scene was not so
         | saturated with games in this style and genre.
        
           | cyode wrote:
           | Even so, that was the era of Cuphead, the first Overcooked,
           | and other local multiplayer games that had undeniable
           | character about them. Even compared to marquee 2010 _flash
           | games_, this game comes off as lackluster.
           | 
           | (Props to them for their effort and this writeup, of course.)
        
             | a13o wrote:
             | Juicy Beast was considered a top tier studio in the Flash
             | ecosystem with many hits in that space, and Toto Temple was
             | well-known and much anticipated at the time by the scene.
             | Unfortunately the scene was dying; and the gameplay
             | aesthetics that made for a successful Flash game did not
             | translate well to the PC and console markets.
             | 
             | Cuphead and Overcooked wouldn't come until a couple years
             | later, on the next generation of hardware. It's easy to
             | blend these timelines together in 2023, but at the time
             | these things were worlds apart and not influential over
             | each other at all.
        
           | ilyt wrote:
           | It had enough games that were not one gimmick to overshadow
           | it anyway.
        
           | badsectoracula wrote:
           | It was even more saturated 8 years ago, especially if you
           | take Flash gaming into account that was still fresh in
           | people's minds.
        
           | Ekaros wrote:
           | https://steamdb.info/stats/gameratings/2015/
           | 
           | Steam releases in 2015. Some 2200+ titles in total. Lot of
           | them indie.
           | 
           | Notable pick at least Duck Game. For something completing in
           | multiplayer games.
        
       | Incipient wrote:
       | I'm not sure why exactly but I see so many "<game name> Deluxe"
       | titles out there I just assume they're janky cloned 5-minute
       | games with 50c in the discount bin.
       | 
       | At least for me, the name is an immediate "no".
        
         | Cthulhu_ wrote:
         | Same with "$thing Simulator" (there was a 'gas station
         | simulator' on Steam recently) or (in the 90's) "Sim $something"
         | or "$something Tycoon) (sim city, sim ant, sim skyscraper, sim
         | hospital, apparently there's a huge list [0]). Or "$something
         | Online", because every franchise had to be turned into an MMO;
         | Lord of the Rings Online, The Elder Scrolls Online, Eve Online,
         | you name it.
         | 
         | [0] https://en.wikipedia.org/wiki/List_of_Sim_video_games
        
           | jawilson2 wrote:
           | > sim city > [rollercoaster] Tycoon
           | 
           | Ok, I'm going to have to stop you there. These are two of the
           | greatest games of all time. ALL TIME.
        
         | ponector wrote:
         | There are exceptions, like Transport Tycoon Deluxe
        
           | melcor wrote:
           | That is one legendary exception in a sea of janky "Deluxe"
           | titles
        
           | rootlocus wrote:
           | Exceptions reinforce the rule. The other games that have
           | Deluxe in their title have such strong titles, that the
           | "Deluxe" part is often overshadowed. The article gives some
           | examples:
           | 
           | * The Elder Scrolls IV: Oblivion Deluxe
           | 
           | * Assassin's Creed 2 Deluxe
           | 
           | * Mass Effect 2 Digital Deluxe
           | 
           | When the fast cognitive System 1 [1] has to make an initial
           | impression on a title, it uses all biases available to waste
           | as little energy as possible to come up with an answer.
           | "Unknown Deluxe" is very fast labeled as " janky cloned
           | 5-minute games with 50c in the discount bin". "Assassin's
           | Creed Deluxe" is just as easily labeled "some newer /
           | improved release of Assassin's Creed".
           | 
           | [1] https://en.wikipedia.org/wiki/Thinking,_Fast_and_Slow
        
           | Ekaros wrote:
           | Also perfect example of kinda eeh updates "Deluxe" versions
           | can contain.
           | 
           | New biomes were kinda interesting, but were they really
           | needed?
        
           | culebron21 wrote:
           | This was probably the game that set this trend.
        
           | khamisiyah wrote:
           | Yes, but that was released in 1995, way before all the
           | shovelware of the 2000's.
        
       | robertlagrant wrote:
       | > The process of porting the game was hard by itself, but
       | following up a year of non-creative work with a launch that
       | doesn't make much noise, nor sell a lot, was pretty hard on all
       | of us.
       | 
       | I think classifying the one (!!) programmer's work as uncreative
       | when he got the game running on multiple consoles is completely
       | wrong. That guy is your main asset, and probably your most
       | creative team member.
        
         | honkycat wrote:
         | I think he was trying to show empathy that the work in porting
         | the game was not "fun game-design-y" work, which I would
         | absolutely agree with.
         | 
         | I doubt the dev got into game development so he could mess with
         | console APIs and squash bugs.
        
         | ReactiveJelly wrote:
         | "Creative" and "Un-creative" don't have to mean "Good" and
         | "Bad".
         | 
         | "Creative" makes me think someone who is working on story, art
         | assets, gameplay mechanics, etc.
         | 
         | Engine work can be good but it is not creative from the
         | player's perspective. Maybe from the programming-for-the-sake-
         | of-programming perspective it is.
        
           | robertlagrant wrote:
           | I don't think it is good and bad; I just also think that
           | creating things is creative.
           | 
           | Writing a video game story or drawing its assets aren't the
           | only type of creativity, and in this case it sounds like the
           | creative workload on the technical person was fairly extreme.
        
             | stoniejohnson wrote:
             | I think the term 'non-creative' was just used as a
             | practical distinction when discussing 'creating <the game>'
             | versus 'porting <the game>'. I don't think the author
             | intended to comment about the quality or even creativity of
             | any developer's work.
        
               | robertlagrant wrote:
               | Why not call the drawing the non-creative bit, then, if
               | it's purely a distinction? (-:
        
       | [deleted]
        
       | genpfault wrote:
       | (2016)
        
         | plateofsoup wrote:
         | Thanks, added.
        
       | xwdv wrote:
       | This has all the hallmarks of typical soulless, extra juicy hyper
       | stimulating arcade games that are so common and commoditized. The
       | name of course is just randomly chosen words thrown together that
       | aren't too offensive and implies some kind of vague theme. Don't
       | know who Toto is, why there's a temple and what makes this so
       | deluxe from the original Toto Temple, but also seems like it
       | doesn't matter.
       | 
       | And this is what I tell most indie devs: you're probably going to
       | be a failure. So don't go down making some bland cookie cutter
       | game trying to make a few bucks. Make something truly unique,
       | shocking, strange, something that no producer would touch,
       | because you're independent and can do whatever you want. You
       | might not make money, but you might win some real fans. And in
       | the end, what matters on this journey is the friends you make
       | along the way and touching people's lives with your game.
        
         | belugacat wrote:
         | One of the most inspiring things I heard was - if I recall
         | correctly - the Dead Space director giving a talk at GDC.
         | 
         | They were talking how from the get go their mentality was - if
         | we're going to make a horror game, it has to be the most
         | fucking horrifying game anyone has played. If we make a horror
         | game that's kind of scary but not that extreme, then what are
         | we doing?
         | 
         | I've strived to carry that mentality in all my projects since.
        
       | raverbashing wrote:
       | "50% in marketing is common, especially for AAA games"
       | 
       | Yes, but you're not an AAA game! Be small, act small. Smarter.
       | More strategically.
       | 
       | But yeah, games are hard
        
       | whywhywhywhy wrote:
       | Trailers are important and this one doesn't convey what's going
       | on or why someone should be interested.
       | 
       | Couch coop only is an obvious mistake too because your convincing
       | someone to buy on the off chance people will want to play it with
       | them
        
         | chihuahua wrote:
         | The trailer looks like pure twitchy chaos to me, even after
         | watching it twice. And the article has a detailed description
         | of how the developer thinks the trailer perfectly explains
         | every detail. To me, it's still incomprehensible chaos, and it
         | tells me almost nothing.
        
       | lastangryman wrote:
       | There is such a small market for 4 player local co-op indie
       | games, I think you need something really special to grab people's
       | attention.
       | 
       | It was an interesting deconstruction though. The bit about the
       | different trailer variations they needed to create is a great
       | example of the value a good publisher can add. It seems like this
       | team did a lot right though, just not the right game at the right
       | time.
        
       | culebron21 wrote:
       | The whole game looks just like tons of other mobile games, that
       | come for free. The style reminds of the "Hero Wars" scam that was
       | profusely advertized on Facebook about 4-5 years ago.
       | 
       | The trailer is just incomprehensible. I played a lot of PC games,
       | but here I see the same drama like in pompous movie trailers,
       | just 10x faster, and I still didn't get, whom on the screen I'm
       | supposed to play for.
        
       | AdeptusAquinas wrote:
       | Before opening the article I was thinking "I bet its another 2D
       | side-on platformer". The genre isn't even mentioned in the
       | article, but from looking at all the screenshots (as I would on
       | steam) I can't see why I would buy this over the other three
       | thousand or so 'indie platformers' released each week. They need
       | to do something different, not in theme, appearance, gimmicks or
       | whatever, but in actual game style.
        
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