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879298 Posts in 32975 Topics- by 24362 Members - Latest Member: Zokk

May 23, 2013, 06:26:04 PM
TIGSource ForumsPlayerGamesSales of one man indie game hit, Minecraft, have surpassed $250,000 per day.
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Author Topic: Sales of one man indie game hit, Minecraft, have surpassed $250,000 per day.  (Read 30151 times)
moi
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« Reply #30 on: September 23, 2010, 10:14:35 AM »

But seriously this guy needs to get a financial advisor ASAP.
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lelebęcülo
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« Reply #31 on: September 23, 2010, 10:17:20 AM »

Yeah, well it's already bad enough that everybody these days is already like "OMG I WANT 2 MAEK GAM LOL". At least for me, because it's been my dream to "maek gam" since I was 7 years old, and I'm now 29. It's why I left my entire life, family and friends 2700 miles behind to move out to California. When I was in highschool, I didn't know a single soul who wanted to do this, that was in the late 90s.

Suddenly, EVERYONE wants to make games, and the people who are really passionate about it just kind of slip into obscurity among the sea of countless other "indie game developers"... It's depressing. I've lost my individuality and the only redeeming quality about myself; that I was a good game designer. Now that's a dime-a-dozen title, apparently, which is the truth behind why I'm so jealous and bitter when I see other people succeeding at it.

Oh, come on, you've been in the indie community long enough to know that the people who aren't passionate about making games tend not to finish their projects, or tend not to move past small games.  Wanting to make games shouldn't be what makes you an individual.  Actually making games should be what does.  If you're as passionate as you say you are about game design, you should see the large amount of people wanting to design games as competition, and a chance to really prove yourself, and you should see the success of something like Minecraft as a opportunity.  There's an audience for indie games, and Minecraft proves it.  
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« Reply #32 on: September 23, 2010, 10:41:00 AM »

No drama from me, just dropping a "Congrats" on Notch.  Awesome stuff man, keep it up!  Beer!
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« Reply #33 on: September 23, 2010, 11:21:41 AM »

I think it is a bit misleading if they took the numbers immediately following the free weekend and said that is the per day rate ...?

Still, clearly even if that rate only holds for a few days, it is pretty amazing!  Smiley
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« Reply #34 on: September 23, 2010, 11:27:49 AM »

I totally got like 4 people to buy the game. Notch you owe me. I take cash and credit.
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Melly
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« Reply #35 on: September 23, 2010, 11:36:00 AM »

Minecraft is actually an extremely intelligent game when it comes to how to grip humans' little reptilian brain in its tendrils.

Here are some interesting things about it:

- Every single block in the game is interactable (besides the clouds, that is. Possibly coming in a future update! Durr...?). You can dig any-fucking-where you want. Everything you do in the world has clear feedback and leaves a lasting mark in it. Leaving a mark in the world is something humans inherently seek.

- You can build anything, from anything. Make ridiculous structures, grandiose palaces, impossible floating spheres, 8-bit homages. That's another way to leave your mark in the world, and your imagination is the limit.

- At the same time the game gives you so many options, it's not all given to you in a silver-platter. You have to build stuff block for block. You can't fly, so you have to be somewhat smart in how you build. In Survival mode, you have to mine your resources yourself. You have to build a shelter, to be wary of monsters lurking in the darkness and populating the top-side world at night. You have to work for your rewards, and that creates satisfaction. When your creation is complete, you can look at it, regardless of its virtual, ephemeral nature, and say "I built this".

- The game is very similar to Dwarf Fortress, with the same incredible level of effect you can have in the world around you (though obvious DF is far more complex and offers more possibilities even). There are three key differences though. First, the game's graphics, although technically out-dated, intenselly blocky and with pixelated textures, are easily readable and welcoming, a far cry from DF's full-text display that requires some time to get used to and understand what each character is. Second, The interface is ridiculously simple. You point at a block and hold the mouse button to dig it, right button to use/place objects and blocks. When you do find the crafting screens for the first time, they're a matter of placing itens on a grid, which is simple and gives room to experimentation without relying on a menu of all the possibilities crafting wood/stone/whatever. Thirdly, it's not a private army of moody dwarves that are doing the dirty work, you are, which greatly increases the satisfaction, and the sense that your hands shape your world.

- The world is not just a huge empty sandbox for you. The world is simulated, so there are things to discover, like underground caves and rivers (of the cool and hot variety). It's a pretty intense feeling when you're busy digging on your mineshaft for rare ores when you suddenly stumble in a dark underground cave, grabbing your torches (and weapons) and exploring its depths. You can get lost down there.

- It's a game built to play with other people, and if there's one thing that can raise an experience sky-high is sharing it with friends, or even unknown people. Go into their worlds and explore them, see the crazy things they've built, the little secrets. Exploration and discovery of constantly shifting environments, built by other people just like you, with the same tools you can use.

This all sounds like me gushing about the game, but there is some very intelligent game design going on here. This is a game that's inherently fun because of how the human brain works. It's crazy accessible and lends itself to anyone's style of play. So yeah,  you shouldn't be too surprised this game is so ridiculously popular, and Notch isn't just a really lucky guy. He's someone that hasn't given you crack, but the ability to make your own crack, and share it with others.
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« Reply #36 on: September 23, 2010, 11:38:04 AM »

Am I the only person who's actually kinda... bothered by how open everyone is with Notch's earnings? It's one thing to make a lot of money but I REALLY don't think it's appropriate to be posting it. :/
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« Reply #37 on: September 23, 2010, 11:42:34 AM »

You mean Notch shouldn't post it or we shouldn't talk about it? I think sales data is really useful information.
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« Reply #38 on: September 23, 2010, 11:42:43 AM »

Am I the only person who's actually kinda... bothered by how open everyone is with Notch's earnings? It's one thing to make a lot of money but I REALLY don't think it's appropriate to be posting it. :/

Why not? It's very interesting. Especially for an indie to make this kind of money off of an alpha game and pre-orders. Just pre-orders! Amazing.
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Melly
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« Reply #39 on: September 23, 2010, 11:42:57 AM »

It could be problematic depending on where he lives, I guess. He's the one posting about it, and I'm pretty sure he's aware of the fact that if he makes information like that public it's gonna be spread pretty quickly.

Maybe he's just really excited and isn't thinking all that clearly. I know I'd be going bonkers if I was making that crazy cash in such a short ammount of time.
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« Reply #40 on: September 23, 2010, 12:41:48 PM »

So yeah, you shouldn't be too surprised this game is so ridiculously popular, and Notch isn't just a really lucky guy.

There's definitely some intelligent game design going on in this game, but listing some great features and saying that one shouldn't be too surprised by the game's success is looking at it in hindsight, I feel. Nobody could have anticipated this and even if you put all those great features into a similarly great game, there's no telling if it'd be quite as big a success. That's what I meant with my "winning the lottery" comment. Notch is a very smart guy and a good game designer, but there are forces at work in making a game that successful that quickly which I don't really believe can be rationalized or picked apart.

I think it was William Goldman that said about the movie business that "nobody knows anything". Meaning that it's really impossible to say what the next big suprise hit is going to be. Sci-fi was out when Star Wars became a hit, as was westerns when Dances With Wolves became one. Nobody thought Titanic would earn back its money, and people were very sceptical about Avatar's financial chances. It's easy to look at those movies in hindsight and see all the reasons for why they became hits -- those "obvious" reasons weren't so obvious before the fact, though.

But, yeah, $250,000 in 24 hours for an indie game? Notch is the James Cameron of the indie world, I guess... Wink

EDIT: Oh, and regarding making his earnings public; I think his success has bred success. Part of the newsworthiness of Minecraft is how much money it's made its creator. Nobody would know that if he hadn't made it public.
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« Reply #41 on: September 23, 2010, 12:46:21 PM »

I decided to look up some gameplay videos of this game... I'll admit, it does look really fun and well designed; I'm tempted to play it. Still, I'm shocked that rakes in $250K per day and I refuse to be a part of that, so I'm not going to buy it.
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Paul Eres
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« Reply #42 on: September 23, 2010, 12:56:41 PM »

maybe he'll contribute to the 'indie game fund' -- at 250k a day, he could fund 10 igf grand prizes a day instead of 1 a year (yeah i know it won't sell as much long-term, was just a comparison)
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Melly
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« Reply #43 on: September 23, 2010, 12:59:20 PM »

I decided to look up some gameplay videos of this game... I'll admit, it does look really fun and well designed; I'm tempted to play it. Still, I'm shocked that rakes in $250K per day and I refuse to be a part of that, so I'm not going to buy it.

I don't think that's a good way to go about things. I can understand your feelings, but unless Notch decides to hoard all the cash and become a millionaire douchebag (which doesn't look likely, as he wants to start a studio, which can be good news for plenty of people), it's not constructive to not want to participate simply because of how many people are buying. I don't mean to insult your or anything, but that's a little petty.

Though you can always try the game without paying somehow, sure. Then you can make a better decision based on the game's merits.


I can understand what you mean. It IS pretty damn surprising, and I can see a game just as good and with very similar qualities not get nearly as much attention. Luck was obviously a part of it. I guess I wanted to say that it wasn't the ONLY part, and I see it more as the lucky winds spreading the seeds, and the game's merits and structure enabling those seeds to grow so quickly. It's a game that's pretty easy to spread virally, I feel.
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Paul Eres
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« Reply #44 on: September 23, 2010, 01:01:33 PM »

yeah not buying it cause it's selling well makes no sense to me; should we not buy windows because bill gates is too rich? or macs because steve jobs is rich? most things we buy were made by people who make more per day than our entire extended families combined make in a year, we can't buy only from people who aren't rich without doing a ton of research
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