How many indie games are successful




















Apple's request to delay App Store injunction has been denied Nov 11, District Judge Gonzalez-Rogers said Apple's argument was based on a "selective reading" of court findings. Playdate launch delayed until early due to "critical battery issue" Nov 11, The experimental device had been slated to launch before the end of the year.

Texas' anti-abortion law is a threat to diversity in the game industry Nov 08, The future of the United States' game industry is, at least in part, in Texas. But many developers are wondering if they can be part of that future while SB8 is in effect. Latest Jobs. Infinity Ward Woodland Hills, California. Disbelief Cambridge, Massachusetts. It means having refined, unique and consistent themes in both gameplay and graphics.

The second point these ratings demonstrate is having something unique in the game. For example, Castle Crashers is one of the highest rated Steam games and demonstrates the point well. Its graphics are simple, yet fun and thought through. The gameplay is engaging and intuitive. When looking at the genre mix for top games, some genres stand out. Top games are more likely to be simulations, RPG or action games.

As genres with mass appeal, this makes sense. Racing and sports games are less likely to break into the top as indie games are competing with ultra-realistic mega-budget AAA franchises.

Indies have to play to their strengths in order to succeed and that means picking genres where players appreciate the creativity, innovation and story rather than graphics. A widely spread idea among indie developers is that a lower price leads to more sales. I wanted to explore what the top indie games have done with their pricing. Price your game to match the quality of the game. Top indie games reach a wide audience.

A big part of that is marketing, however, they also improve their reach with being accessible to more platforms and in more languages.

Indie games are typically translated into c. The most popular languages are English, German and French. Top indie games have been, on average, translated into 8 languages. Level Up Translation has a great blog that goes into detail in the importance of translation and they also provide translation services for your games.

Success of the game is literally measured by the number of people playing it. A good game promotes itself is a popular and misunderstood concept among indie developers. I feel like every freelancer has to live with this.

I worked on Sacramento and Stones of Solace when I was inspired. I was doing them for me and then for the players. I work on them when I have time between contracts or sometimes on weekends. The rule is no pressure. Five years of video game studies ended in After that, I had a six-month period of preparing for a job in Halifax.

In the meantime, I was working on Vignettes. I ended up moving to Halifax for a year and a half on a humongous salary by video game standards. I started working on Vignettes in when I was still a student. We had a clear-headed approach because we knew it was a shot in the dark publishing on the Apple [App] Store. We budgeted how much time we could work on it by the savings we both had. We recouped our expenses and ended up with the equivalent of the French minimum wage in sales for at least four to six months.

I was working on Baba Is You an unhealthy amount. For me, the dynamic was very often my day job, and then when I got home, I relaxed by working on Baba Is You. You can never survive doing this. With the first Frog Detective game, I was at [game development collective] League of Geeks so it was a triple combo of university, making Frog Detective , and working at a games studio. League of Geeks were really helpful, but I always just felt this immense guilt for not being able to do what I wanted to do.

Our other source of income comes from Film Victoria, which is a government organization based in Melbourne. It gives out money to film, TV, and games. We have that for Frog Detective 2. I was working full time as an architectural assistant at a cool practice in London for six months, and before that, I had a very commercial architecture job. Unpaid overtime is standard. So when I quit my job, I knew I had that long to make something happen. It sounds so stupid talking about it now. The first investor which bit was Indie Fund.

After I got the funding, Fellow Traveller signed me. I got the project done, but I asked for the absolute minimum, and that meant living a very frugal life.

I was paying myself the bare minimum to make rent and buy food. These stories illustrate the various ways to fund, sustain, and ultimately make indie games during a period of significant industry upheaval. Some developers are fortunate enough to secure arts funding or outside investment, while others take the significant risk of using their savings to finance projects.

But perhaps just by fostering an atmosphere of transparency and openness, those thinking of taking the plunge or experiencing difficulties might have a better idea of what to do next. Cookie banner We use cookies and other tracking technologies to improve your browsing experience on our site, show personalized content and targeted ads, analyze site traffic, and understand where our audiences come from.

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