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TIGSource ForumsPlayerGeneralIs Game Development Becoming Less Common?
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joseph ¯\_(ツ)_/¯
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« Reply #40 on: December 09, 2014, 11:24:48 PM »

I'm pretty well aware of kickstarter data man. I don't understand your weird schadenfreude obsession with whether other people's projects succeed or fail, or why you're trying to make this thread about it. Videogames are a hit driven industry and many (most) indies are unprepared to make a sustainable business model out of it. AAA games fail at a pretty significant rate, and I would say '1/3rd under-deliver' is honestly way better than I'd expect.

I don't really think anyone but you cares if there is 'precedent to not finish your job' -- that doesn't have anything to do with me, or with you. I'm not going to second guess whether some person I've never met worked hard enough or not developing some game that i'm never going to pay for. Let them lose their customers or w/e if they didnt.
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s-spooky g-g-ghosts
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« Reply #41 on: December 09, 2014, 11:56:08 PM »

ITT: COLON SEMICOMA ACCUSES THE WORLD OF HOW THE INDIE DEVS ROBBED HIM.
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ViktorTheBoar
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« Reply #42 on: December 10, 2014, 02:17:04 AM »

We chose to do a small Kickstarter for a few reasons:
- Because we could
- There was always a chance we would make it
- Promotion and cross/promotion - public loves when games are on Kickstarter. Especially in the Balkans where Kickstarter is still this kinda new and hip thing

So, what did it get us?
- 100+ people who put their money where their mouth was. Wonderful people who will always be the first to hear whenever something new happens
- A whole bunch of blog posts, articles and video reviews of Viktor
- We learned a thing or two about worldwide PR. Firstly, confirming that making a game is way more fun then selling it
- A nice influx of people to our Greenlight
- New and wonderful friends on social networks

Yes, it seems that making a nice looking proof of concept is no longer a guarantee that you will get funded (or even noticed) if you aren't an indiegamedev superstar, but we found our place under the sun and now we know that we can still attract interest in our work Smiley
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ANtY
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« Reply #43 on: December 10, 2014, 05:32:20 AM »



you are a really weird, unpleasant dude.

rite in d nutz
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Boreal
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« Reply #44 on: December 10, 2014, 07:17:20 AM »

Funnily enough, with its extremely slow development Minecraft is probably a game one could realistically expect to maintain in spare time.  It's an odd case, that one.
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« Reply #45 on: December 10, 2014, 07:22:12 AM »

Fewer still are actually motivated to just make a game and not worry about the monetary value attached.

bullshit

There's more freeware/browser games coming out now than there ever have been.  The fact that some people are attempting to make a living doing this doesn't take away the cool things that people are still making in their spare time. 
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hydroxy
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« Reply #46 on: December 10, 2014, 12:59:36 PM »

The thing about making games while doing a 40 hour work week is that it will stretch the project out way way longer. If you work a tough job you will not even have the energy to code after some days and at the weekends you may have more stuff to do due to being busy at work all week. You only have a fraction of the time to create.

I think this is what keeps a lot of people from picking up game development that otherwise would.

Eventually with enough time on a project any developer will lose interest, no-one is an exception to that. So when a project takes maybe 4-10 times longer because of work commitments it increases the chance of failure significantly.

When a developer like this finishes a project most likely they will value it higher as it took so much more effort to complete. So they will probably sell it rather than make it free.
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ANtY
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« Reply #47 on: December 10, 2014, 01:35:35 PM »

hydroxy, wise words
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hydroxy
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« Reply #48 on: December 10, 2014, 02:28:47 PM »

I lived it. So I know the feel.
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jolene
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« Reply #49 on: December 10, 2014, 04:58:10 PM »


:] wow what a kool duck
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jolene
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« Reply #50 on: December 10, 2014, 05:00:23 PM »

also theres like a billion game jams every day how is it becoming less common
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hydroxy
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« Reply #51 on: December 11, 2014, 01:49:57 PM »

Yeah, in hindsight I think indie games are becoming more common, the trend continues.
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Dragonmaw
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« Reply #52 on: December 11, 2014, 02:27:56 PM »

also theres like a billion game jams every day how is it becoming less common

QFT

also yeah echoing catguy re: seeing which people have the luxury of doing game dev as hobby
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Schoq
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« Reply #53 on: December 11, 2014, 02:46:52 PM »

the luxury of having a job and a computer (or what the fuck, you can gamedev as a hobby on unemployment if you live in a cool socialist country for cool people)
If anything doing something as risky as go full time independent game developer seems like much more of a luxury to me.

It's not as simple as "rich = make freeware games. poor = has to game dev full time and charge to make the rent"
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Netsu
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« Reply #54 on: December 11, 2014, 03:02:39 PM »

Yeah if I didn't have money I wouldn't be able to make games as a hobby.
And I hope that if I can save up a little I could afford to make commercial game.
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ANtY
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« Reply #55 on: December 11, 2014, 03:13:55 PM »

take hypetech to steam  Wizard
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Netsu
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« Reply #56 on: December 11, 2014, 03:17:16 PM »

I don't have enough time to make a gam worth selling :C
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joseph ¯\_(ツ)_/¯
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« Reply #57 on: December 11, 2014, 06:21:15 PM »

the luxury of having a job and a computer (or what the fuck, you can gamedev as a hobby on unemployment if you live in a cool socialist country for cool people)


That is like, the definition of a luxury -- in the US, without anyone better off financially than me to lean on, if any single month goes by where i'm not making at least x dollars i am mega fucked.
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ANtY
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« Reply #58 on: December 11, 2014, 07:07:51 PM »

the luxury of having a job and a computer (or what the fuck, you can gamedev as a hobby on unemployment if you live in a cool socialist country for cool people)


That is like, the definition of a luxury

QFT
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gimymblert
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« Reply #59 on: December 11, 2014, 08:08:19 PM »

the luxury of having a job and a computer (or what the fuck, you can gamedev as a hobby on unemployment if you live in a cool socialist country for cool people)


That is like, the definition of a luxury

QFT
DOUBLE QFT COMBO

I didn't first, but then I did because people where pressuring me to do it (even in this forums)
At least I don't have to have stress AND depression at the same time ... but I feel like a fucking looser.

BTW there is also a whole sub dev community who makes game for pure fun and don't even try to "compete" aka make fun or "relevant" (tm) game. Game like mario cars 2are just fun to make and weird to enjoys, that's the ultimate form of loving games, to make games as doodle, curiously this community (which isn't exatly one, they aren't organize, have a rallying cry or even a fall back forum) is mostly made of women.

But even before indie there was a saying I was told in gaming, that was a kind of sturgeon's law:
90% of game idea never get made
90% of idea made are never finished
90% of finished project don't get to market
90% of marketed project don't get a return that cover cost
90% of project that have a return are not hit

So that's in the end 0.01 percent that succeed and 0.001 that are hits.

And 90% of all game are just bad or too average to bother

That was before the digital era, I'm sure it's still true. Making games is teh hardest, also survivor bias is strong in game dev.
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