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TIGSource ForumsPlayerGeneralWhat problems are game developers facing today?
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Sik
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« Reply #40 on: June 03, 2015, 08:12:38 AM »

What if the game really is supposed to take 8 hours but someone looked up a speedrun and then ran through the game in 2 hours? :OOOOO

Then maybe you deserve the refund for going really out of your way =P

In a more serious note, they said it's not an abuse if you ask a refund because a sale just came then repurchase in the sale. If they're going to allow that (which would make them lose a ton of money) then they'd probably be OK with an edge case like this (which would be impressive to say the least).
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« Reply #41 on: June 24, 2015, 05:35:19 AM »

mhh.. so sure a good game is necessary.
In the survey we realized so far that most of problems are with marketing, time and asset/conmtent creation. Whats your opinion to that? Agree, don't agree?
What did you try to solve that so far?
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JWK5
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« Reply #42 on: June 24, 2015, 02:05:26 PM »

Shitty medical/dental coverage (or lack thereof), juggled payday loans and bills, food banks and end-of-the-month food rationing, balancing the sacrifices that must be made for each and every nonessential/luxury (for example, getting a new video game), exhaustion and tedium, diminished enthusiasm, inability to concentrate, indecisiveness, short attention span, etc.

I imagine some of the worst problems small team or indie developers face are probably more situational than work-related. You'd be surprised how easily and persistently life can throw out a middle finger at you every time you undertake some creative endeavor.
« Last Edit: June 24, 2015, 02:18:22 PM by JWK5 » Logged
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« Reply #43 on: June 24, 2015, 04:04:14 PM »

You'd be surprised how easily and persistently life can throw out a middle finger at you every time you undertake some creative endeavor.
I don't have an argument or a response, I just feel like this needs to be quoted more often.
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« Reply #44 on: June 25, 2015, 02:58:36 AM »

I would say that one of the biggest problems developers are facing nowadays is marketing after the game has been released. Well you might says that of course that is what you think because you are marketer :D BUT I have seriously noticed that there are so many cool and interesting games to play and yet not enough people playing those. Instead we are playing those same games that are trending or different forums, YouTube and other platforms.
   How can an indie developer afford such a high marketing costs unless they get a lot of funding from somewhere. Some articles on the internet might show that User Acquisition cost is 1,5 - 2$ but that is not the entire truth. From personal experience I know that a lot of companies has put some money into advertising and User Acquisition costs have increased to 10$ if not higher. All these bigger well known gaming companies release a game, put an ad up and people will download to try it out just because they know more about that company.
   If you don't get picked up by youtubers or game review websites then you will need to work hard on getting those users for your game. I guess this is why we all are trying to make a game that people would love to play and share! :D
Don't get put down because eventually it will pay off and you will think that "Darn those days when I was stressing about those stupid little things" :D
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« Reply #45 on: July 10, 2015, 07:01:41 AM »

You'd be surprised how easily and persistently life can throw out a middle finger at you every time you undertake some creative endeavor.
Not trying to make excuses for my petty pathetic attempts at game dev and then blaming the world for my failures.... but pretty much, this. Gentleman
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JWK5
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« Reply #46 on: July 10, 2015, 07:38:06 AM »

If it is any consolation, I find it is less blaming the world for failures and more the hard-to-accept realization that creativity is very often at odds with necessity and physical and mental exertion and we're not all built the same or capable of handling the same stress levels effectively.

Some people can run a marathon, some people can run a mile, some can't even make it down the street or walk at all. Expecting them all to compete in the same race would be silly if not cruel. Yet with indie game development it seems like everyone is trying to run the same race and then 75% of those making the trek are beating themselves up for not being able to keep pace.

About the only thing that has kept me interested and kept me going with trying to make games is finally realizing my own capabilities and dropping my pace down to a rate I can actually manage. That could very well mean I don't ever finish a game at all but that is the price I have to pay if I want to keep exploring game development without it becoming something I stress over and overwhelmingly want to avoid.

It's the same with game development as it is with drawing, for example. Not every person who draws has to be an artist or a professional to be able to draw something noteworthy or of good quality. Not every drawing needs to be finished for the act of drawing to be worthwhile, sometimes the exploring and learning is worth it all on its own. It is okay to create without placing the guillotine of expectation above your head.

I find when life has given me the middle finger it is because my priorities are mixed up, I am trying to do some intensive creative work when the rest of my life could really use all that effort and energy. I am learning that is when I need to curb my imaginary ambitions and unrealistic expectations and create lightly and inquisitively and give the rest of my life the ample attention it needs.
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« Reply #47 on: July 13, 2015, 10:00:18 AM »

We need a sense of deep purpose and meaning.

We need an Elon Musk or a Kanye West.

The closest we've got is Peter Molyneux. More of that, please.
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DJFloppyFish
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« Reply #48 on: July 13, 2015, 10:17:40 AM »

 Huh?

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Cobralad
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« Reply #49 on: July 13, 2015, 10:56:17 AM »

gamedev Kanye
were on it now
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« Reply #50 on: July 13, 2015, 11:41:03 AM »

Kanye West of Game Dev - My Beautiful Dark Twisted Interactive Fiction
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« Reply #51 on: July 13, 2015, 11:50:04 AM »

who is the donald trump of videogams?
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« Reply #52 on: July 13, 2015, 12:45:03 PM »

John Carmack
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« Reply #53 on: July 13, 2015, 01:50:23 PM »

i mean mainly in terms of hair
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« Reply #54 on: July 13, 2015, 05:19:32 PM »

There must be a cause why Desura files for bankruptcy...

http://steamcommunity.com/app/375930/discussions/0/537402115083790494/
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« Reply #55 on: July 13, 2015, 09:50:09 PM »

Quote
I released my game 20 days ago, seems would sold 10~30 units per month.

Sadly that's already better than 99.99% of indies.

That's because indie game development is in vogue, and 99% of indies have no persistence, ambition, or passion. You can pick an engine and build a game out of boredom, much less because it matters to you.

Wanting to be an indie game developer is like wanting to be an artist or an actor. A person fancies themselves at it, it seems fun and like a dream job. The reality is it takes years of hard work, and you have to be made of the right stuff. Lady luck plays her part too.

If you can't handle working on a single project for upwards of 2 years, or you think the work is over once you get it on a store, you're not in the right mindset (and I mention these two things specifically because they are common).

The problem game developers face today is themselves. Indie game development is lonely, creatively challenging, and expects all of your time and effort, with no promise of ever being fruitful. That is why good indie games are golden.
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« Reply #56 on: July 14, 2015, 12:16:06 AM »

I agree with Melon Mason. You can see it in all art forms. In the literary scene, you'll often have a group of people who start writing fiction together. As the years go by, most of this group will give up and get normal jobs. "Let's be realistic," they'll say. Only one or two will stick it out and become good.

If you don't have the drive of Kanye or Elon, maybe think about doing something else.
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J-Snake
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« Reply #57 on: July 14, 2015, 04:57:09 AM »

Quote from a quote from a steam grenlight developer forums:
Quote
I only managed to sell 5 copies of my game the first day. The game had 5433 clicks, but only 5 people actually purchased it.
Quote
I released my game 20 days ago, seems would sold 10~30 units per month.
I would be interested to see the store page of that game.
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« Reply #58 on: July 17, 2015, 10:45:00 PM »

Kanye West of Game Dev - My Beautiful Dark Twisted Interactive Fiction

We have this already it's Chris Roberts
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J-Snake
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« Reply #59 on: August 03, 2015, 07:36:46 AM »

Here is a way to increase pollution:


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