Troika game:
What the player experiences: You walk into a bar. The bartender greets you with a fine "Hello Stranger! Come and enjoy a pint of ale on the house!" At this point, you shoot an arrow through his neck.... he drops dead, the bar maid and most of the patrons freak out and run for the door... You laugh maniacally until you notice some guy in the corner (who happens to be the bartenders' brother in law enjoying a pint himself) unsheathing his vorpal sword and coming after you with bloody vengeance in his eyes... You kill him too and take his sword. You search the inn and find a key underneath a bottle of whiskey behind the bar. The key opens a lockbox upstairs in his room where you find a map.
http://www.polygon.com/2015/6/22/88...io-will-no-longer-make-games-after-commercialStep 1: Make a non-game pushing a SJW agenda.
Step 2: Conscript some twitter trannies to promote it among other twitter trannies.
Instant stronky indypyndy success.
Not sure what VD did in AoD that was so original.
• Recycled gameplay elements from Fallout.
• Recycled pagan Roman setting.
• Every character is the same exact asshole personality type.
On the other hand.
• Graphics are okay.
^This interview is the reason I registered to the Codex, it's the best RPG-related interview I've ever read.
http://www.polygon.com/2015/6/22/88...io-will-no-longer-make-games-after-commercialStep 1: Make a non-game pushing a SJW agenda.
Step 2: Conscript some twitter trannies to promote it among other twitter trannies.
Instant stronky indypyndy success.
It's not the moral scruples. Once you start changing design that you like to sell more copies where do you draw the line? Might as well do what you like without giving a fuck about who likes what and let the market sort it out. If enough people like our design, great, we'll experiment some more and try new things. If not...VD it's obvious you game dev for the passion of it and not for the pay check.. But there is something to be said about not living hand to mouth and hoping your next game just at least covers the pizza and rent..
Have you considered releasing RPG's with more broad appeal? Or is your moral scruples too high a price to pay?
Step 1: Make a non-game pushing a SJW agenda.
Step 2: Conscript some twitter trannies to promote it among other twitter trannies.
Instant stronky indypyndy success.
Seriously, most of the (financially) successful indie games are gameplay-centric games.
In other words, failed at step 2.
As an added bonus, you don't even need to actually ship the finished "game"
But what if I want to make a game that has nothing new going with it, but is purely love from a genre that is p. much dead now(survival horror like old Silent Hill, for example) or a genre that I love but hardly has a new game(wiz-clones, for example[8 not included in this question])? Should I give up on this idea if I want to stay alive on this industry? Keep in mind that I'm asking this(while ignoring the whole 'do what your love' thing) because of the whole 'staying alive on this industry' idea. It's kinda sad that you made a game that you love, spend money and time on it, to not only see it being a failure but having to give up and go back to a boring job. I mean, would you give up had AoD been a failure? The whole reason you are making a new game, if I understood right, is thanks to AoD selling well.Your game has to stand out. It has to do at least one thing extremely well, preferably something that hasn’t been done before. Why be an indie game developer if not to try new things, right?
Doesn't this keep you in a loop that as soon as one game is a failure, all hell breaks loose and you are fucked? It seems like the reason you are making a game is to be able to make another game(which makes sense, you want your game to sell well to make more games), but what happens if one of them is a failure? As an indie developer, failure may be fatal in some cases. It's for non-indies, too.So you make a game on enthusiasm, use what it earned to make a second game, use what it earned to make a third game, etc.
This is the best advice for one that wants to stay alive. But it's a dangerous one, though. The recycle thing, if selling well, may keep you recycling over and over and we got 10 editions of Fives Nights at Freddy.All step 4
http://www.rpgcodex.net/forums/index.php?threads/michael-mccarthys-dropship.16652/^This interview is the reason I registered to the Codex, it's the best RPG-related interview I've ever read.
Did he made the game or not? If the guy he quoted quit, the interview is not very inspiring.
But what if I want to make a game that has nothing new going with it, but is purely love from a genre that is p. much dead now(survival horror like old Silent Hill, for example) or a genre that I love but hardly has a new game(wiz-clones, for example[8 not included in this question])? Should I give up on this idea if I want to stay alive on this industry?
Haha, that thing.http://www.polygon.com/2015/6/22/88...io-will-no-longer-make-games-after-commercialStep 1: Make a non-game pushing a SJW agenda.
Step 2: Conscript some twitter trannies to promote it among other twitter trannies.
Instant stronky indypyndy success.
I’m talking about numbers here. What is the proportion of classics per period? Maybe we have three classics per decade? My point is that if you unintentionally compare the set of all classics from past decades with any recent crop of good games, things will always look like shit because the sample is too uneven. 10 years of game design cannot beat 40 years. That is what I’m trying to say.
I think it's a simpler matter than most people realize, the most productive (when it comes to quality, not quantity) period of gaming was basically basement dwelling, tabletop playing nerds making games for other nerds, there's not much more to it. Once the industry got too big and moved away from that and the quality of games predictably plumetted with a few indie gems here and there peeking out of a huge pile of mediocre garbage.