With less AAA games releasing each year Indies have a lot of room to thrive
I think the idea that "if your game is good, it will get noticed" is kind of lazy. There are a ton of "good" games that come out, barely make a splash or get any noticed.
People mocked randy Pitchford but hobby grade games are a thing nowLike 75% of those AAA games want you to play them forever now. That is huge competition.
Well, it's obviously not a 1:1 thing, but generally speaking I disagree.I think the idea that "if your game is good, it will get noticed" is kind of lazy. There are a ton of "good" games that come out, barely make a splash or get any noticed.
Well, it's obviously not a 1:1 thing, but generally speaking I disagree.
Make a remarkable game and it will have to compete with other remarkable games. Which does not guarantee success but significantly increases your chances.
Make an unremarkable game (or, let's face it, even an openly bad one) and it will have to compete with EVERYTHING out there. Typically with poor results.
I think this is a dangerous line of thinking (from a developer no less). Games that aren't commercially successful aren't necessarily not great "9/10" games.
The problem is there are far more great games than before. And it's even worse for the good games. Being just "good" isnt enough anymore.
Is it really that simple? I'm genuinely asking because a lot of your fellow developers seem to disagree.
Very relevant video from GDC, which compares August 2017 numbers with February 2018 numbers.
Well... I see quite a few indie devs who make games that aren't targeting the mass-market at all and once they release them, they're surprised that they only sell a few thousand units. I see this all the time - Well, what did you think would happen? Just cause you released a game doesn't mean that everyone's gonna flock to it. It's up to you to provide an entertaining experience that many, many people would enjoy if you want your products to pay for themselves. If you actively make a game that's extremely niche, expect sales to also not be enough to fund your next game or make you rich. After Ori became a smash hit, a lot of smaller indie devs reached out to me to ask for advice, they show me their games and it's often instantly clear that there's a million games like that already out there or that they'll just never find a big audience, even though the devs think for some reason that their title should sell millions of copies just cause they managed to make a game. That's just not good enough. It's not a one-way street, you need to be aware of your fanbase and make games that they'd actually enjoy and the quality of what you're producing needs to be all the way up there if you want attention. If you make a 7/10 game these days, you're already dead in the water.
I wholeheartedly agree with that. But it's the same with all entertainment - How many millions of 'professional musicians' are out there who are kinda alright, but never hit it big? When was the last time you bought an album from some indie musician who nobody knows?
If you look at the previous couple of years, if you actually make a damn good game, I think there's a lot of evidence there that you'll find your audience. Look at the Undertales, the Stardew Valleys, the Hollow Knights, the Cupheads, the Shovel Knights, the Celste's, etc. -> That's what you're competing against. Games that are objectively great that got exposure exactly because of their quality, not because of millions of dollars put into marketing.
Now name me some 9/10 amazing indie game that completely failed to attract an audience. I don't really know that many that are truly amazing and yet didn't make it.
No, it's not simple or easy AT ALL. I'ts horribly hard to make a great game and there's a ton of indie devs out there who haven't understood yet how to make a truly great game, not just something that's 'pretty good' and to those devs it's super frustrating that their stuff doesn't sell or that they haven't found their audience yet. I might look at this a bit naively, but I've been through this with lots and lots of developers and usually if you have something great, either your audience will find you or some publisher will pick you up and get you going. If that's not the case, then you probably haven't made a product that has a wide enough appeal.
I dont think so. There are so many 9/10 indie games and they still dont sell that much when compared to the end of last gen (2012 or so) when even 7/10 or 6/10 indies sold great due to lack of competition.
Exposure nowadays is a much more important asset and in the case that your game isnt a gem (9/10) but a great game (8/10 or 7/10), you need even more. I dont think that indie games can be succesful just by making a great game but also need to make sure people know it exists, instead of being one of the 30 great games that launch a month in Steam.
I think the idea that "if your game is good, it will get noticed" is kind of lazy. There are a ton of "good" games that come out, barely make a splash or get any noticed.
One of the coolest games I played this year was a game called Underhero. I had never heard of it until Jim Sterling posted about it. Bought it immediately and had a great time with it but still haven't finished it. I have never seen anyone here ever talk about it. Don't you dare tell me "oh maybe it isn't good" when it 100% was. It's just REALLY fucking hard to get noticed these days even if you make a good product.
Quality in itself isn't enough for most games now.
Now name me some 9/10 amazing indie game that completely failed to attract an audience. I don't really know that many that are truly amazing and yet didn't make it.
Nex Machina, Rktcr, TSIOQUE, plenty more.
e: Just because you don't know them doesn't mean they don't exist. It's like saying only the most popular musicians can make the best albums of the year. Everyone knows it's not the case.
How is Hollow Knight a "AA title under the disguise of an indie title"? The factors you listed don't make something a AA game.It's the sad truth a lot of people dont want to see and rather hide behind the "curation" and "store fee" boogeyman. The former supposedly responsible of lower sales of good games, hidden under trash games. The latter being responsible for indies struggle to get revenue.
The reality is that we had a boom in Middleware and Indie industry. More powerful middlewares, that dont requires to know how to code and allows indies to release AA quality titles.
More and more indies jumping in. Indies now use the same tools as AAA developers. Everyone can make games. Everyone is making games.
And the people asking for curation dont even know they'd be the one rejected if curation was to happen.
The thing is production values exploded. Prices didnt moved much. Hollow Knight is a AA title under the disguise of an indie title. With hand drawn visuals, lot of content, high quality music and art. Great gameplay. Sold for 15 bucks and less.
How is Hollow Knight a "AA title under the disguise of an indie title"? The factors you listed don't make something a AA game.
See, to me, Underhero is a good example of a game that's kinda like a 7 or 8 out of 10 and that's just not good enough anymore. It's fine if you enjoyed the hell out of it, but is it a product that's made for the mass market? I'd say no. It's decently made, there's fun to be had, but there's plenty of similar'ish games out there and it's not really a looker, so if people see a trailer of it, they'll probably just go 'meh, not another one of those!'.
Everyone of us has much less time than we used to, there's tons of ways of how to waste a little bit of time and I think people value their time more nowadays than to spend it with something that's 'just kinda okay'. If you wanna make it in the indie market, your game's quality needs to be all the way up there with the games I mentioned in my previous post and yeah, that's super hard to achieve, but that's what it takes in todays market.
That doesn't make it a AA game though. It's just an insanely polished indie game. It was made by 3-4 people, the devs had a budget of around $90,000, they were crowd-sourced and self-published. AA generally refers to budget and team size, hence the older term of "mid-tier".What I mean basically is that you find production values in that 15 bucks games that you would find in a 40 bucks title.
That doesn't make it a AA game though. It's just an insanely polished indie game. The devs had a budget of around $90,000, they were crowd-sourced and self-published; AA generally refers to budget and team size, hence the older term of "mid-tier".
I fail to understand your analogy, sorry.
Let's go through the titles you mentioned for a second:
Nex Machina: Fun Twin Stick Bullet Hell Shooter, but Twin-Stick shooters traditionally don't have a huge audience. Shmups in general have a very small, but very dedicated fan base, but that might not be enough for a smash hit, unless your game has some insane hook that really attracts attention.
Rktcr: Very niche, not really a mass-market game at all and the trailer isn't necessarily something you'd show to your friends and have them go 'Oh my god, that looks amazing, I've been waiting for something like that!'. This kinda strengthens my case of: Good game, but made for a niche audience, hence the sales are probably not amazing.
TSIOQUE: Point and Click Adventures traditionally never sold all that well and Tsioque didn't even appeal all that much to its core fanbase. It has a 69 Metacritic rating and if you read what the outlets that usually like Point and Click Adventures say about it, even they're lukewarm on it.
Again, just because YOU think a game is a 9/10 doesn't mean millions of players out there will agree and will buy those games. If you want to make it as a developer, you're forced to make products that appeal to a larger audience and if you fail to see what the market or a specific fanbase wants, you're probably not gonna reach your goal.
The easy money is off the street. If you want to make it in this business now, you have to earn it. It's a total bummer.
Well I'm not going to argue on the full quality of the game (I'd probably give it an 8 out of 10 as well), it's the type of game I think would have been bigger a couple of years ago. The market has changed much like the article said.
Trying to determine what will be a mass market hit though is part of the problem. Like if Undertale didn't blow up, you would be saying "look at it, there is no mass market appeal to it. An RPG that looks like it came out of the NES era?" Same for Stardew Valley. I didn't expect either of those games to get as big as they did. I doubt their creators did as well. Mass market appeal just seems like "did the game happen to sell well?"
That's very much a perception thing of a storefront where you can't sample or examine the goods. Movie and music storefronts let you watch or listen pretty much instantly. Game storefronts that let you sample the gameplay instantly just don't exist. The first storefront that achieves this will sell more, and more indies. The eshop is not teeming with garbage, but teeming with unreachable content.The Switch eShop is just absolutely teeming with garbage. But, in the last 4 years I've played some of the best games of all time, a good majority of them indies.
High highs, low lows.
But it's absurd to suggest that there was ever easy money to be made from indie games. When exactly was this period supposed to be? In the early days of Steam, most indie games were rejected from Steam. Those games had no way to make easy money.People should really try to fully read and understand what Vogel is saying.
I don't agree with formulating it as a bubble popping, since that implies some sort of spontaneous implosion, but the basic points are hard to deny. Yeah, maybe demand is also increasing to some extent, but the supply and availability of good indie games has increased massively, and that will obviously have consequences.
So yeah, basically this:
You're conflating a game's quality with its mass appeal. Nex Machina is very much a 9/10 game. It failed to find an audience. It is a fantastic game but in a niche genre and ultimately that showed in sales. You've not proven your point at all - a game not selling well doesn't mean it isn't a 9/10 game. All you've said in reply is that an indie game has to target the mass market to succeed. They are two different issues entirely.
That's an important point and I think of it whenever an (unknown) indie dev is complaining about low/no sales.Well... I see quite a few indie devs who make games that aren't targeting the mass-market at all and once they release them, they're surprised that they only sell a few thousand units. I see this all the time - Well, what did you think would happen? Just cause you released a game doesn't mean that everyone's gonna flock to it. It's up to you to provide an entertaining experience that many, many people would enjoy if you want your products to pay for themselves. If you actively make a game that's extremely niche, expect sales to also not be enough to fund your next game or make you rich. After Ori became a smash hit, a lot of smaller indie devs reached out to me to ask for advice, they show me their games and it's often instantly clear that there's a million games like that already out there or that they'll just never find a big audience, even though the devs think for some reason that their title should sell millions of copies just cause they managed to make a game. That's just not good enough. It's not a one-way street, you need to be aware of your fanbase and make games that they'd actually enjoy and the quality of what you're producing needs to be all the way up there if you want attention. If you make a 7/10 game these days, you're already dead in the water.
You didn't expect it, but I sure as hell did - Toby Fox has been active in the Earthbound community for a good long time and created something directly targeted towards that fanbase (let's not forget that Undertale is an extremely competently put together product here) and they then spread the word of mouth. Stardew Valley is basically an updated Harvest Moon for PCs and it's doing what it's doing better than any Harvest Moon ever did. Both of these games are prime examples of "Understand your audience and cater to them.".
Well, of course, like I said in previous posts, you also need to make a game that's not only liked by an extremely niche audience. Nex Machina is a Twin Stick Shooter - There's generally not that many people that seem to be into that kinda genre, so even if you make a great game, you might not find a large enough audience, especially given the production values they put into it. And I don't think Nex Machina is something that'd really stand out of the crowd. It's fun, sure, but if you'd sit your friends down with it, they probably wouldn't all go home and buy it. There's nothing mind-blowingly cool about it.
So yeah, if you're an indie and you want to make a living with what you're doing, you do need to find an audience that's large enough to support that wish and you need to make something that audience truly wants. I know all this sounds harsh when other devs read it, but that's kinda where the market is. Everyone fights for peoples time.
You act like the storefront owns just don't want you to. What you're saying is impossible to standardize. Outside of storefronts hosting cloud versions of every game and a potentially endless number of instances that you can stream, what you're saying will never be the case. Even the potential solution I listed isn't feasible at any scaleThe first storefront that achieves this will sell more, and more indies. The eshop is not teeming with garbage, but teeming with unreachable content.
I'm not buying it. Yeah, of course there's a ton more indie games out there now than in 2008-2014, but the behavior of customers has never really changed: They buy great games and ignore the rest.
The reason why it looks the way it does now is cause everything gets published. That obviously doesn't mean that everything sells. Back in 2008, indie games had no platform and weren't known, unless they were TRULY special. Now you see a ton more stuff on the stores, but still, the only stuff that sells are games that really stand out and are amazing. If any indie comes out and it's a 9/10ish game, in this day and age, it'd get the exposure it needs.
I'm not buying it. Yeah, of course there's a ton more indie games out there now than in 2008-2014, but the behavior of customers has never really changed: They buy great games and ignore the rest.
The reason why it looks the way it does now is cause everything gets published. That obviously doesn't mean that everything sells. Back in 2008, indie games had no platform and weren't known, unless they were TRULY special. Now you see a ton more stuff on the stores, but still, the only stuff that sells are games that really stand out and are amazing. If any indie comes out and it's a 9/10ish game, in this day and age, it'd get the exposure it needs.
I fail to understand your analogy, sorry.
Let's go through the titles you mentioned for a second:
Nex Machina: Fun Twin Stick Bullet Hell Shooter, but Twin-Stick shooters traditionally don't have a huge audience. Shmups in general have a very small, but very dedicated fan base, but that might not be enough for a smash hit, unless your game has some insane hook that really attracts attention.
Rktcr: Very niche, not really a mass-market game at all and the trailer isn't necessarily something you'd show to your friends and have them go 'Oh my god, that looks amazing, I've been waiting for something like that!'. This kinda strengthens my case of: Good game, but made for a niche audience, hence the sales are probably not amazing.
TSIOQUE: Point and Click Adventures traditionally never sold all that well and Tsioque didn't even appeal all that much to its core fanbase. It has a 69 Metacritic rating and if you read what the outlets that usually like Point and Click Adventures say about it, even they're lukewarm on it.
I don't think it's just a limited pool of dollars but time. He mentions competing against other Indies but since 2014 the aaa/gaas part of the market has been trying to suck up more time and money.
The Ps+ threads show they're not always in direct competition but there must be some significant overlap.
Like the Blossom Tales dev and their sales on Steam. Complained that Steam is unfair etc. And tbh when I look at the game's store page I see a good but also pretty generic looking pixel game like one of the thousands already out there. Sure, it then sold well on Switch but only after it got quite a lot coverage because it didn't do well on Steam.
I'm actually surprised Amazon or Google hasn't done it already, they now have both built or bought streaming services. I'm also surprised no major telecom has pushed to purchase Discord, you'd think with all the money in games they'd want more of a piece of the pie.You act like the storefront owns just don't want you to. What you're saying is impossible to standardize. Outside of storefronts hosting cloud versions of every game and a potentially endless number of instances that you can stream, what you're saying will never be the case. Even the potential solution I listed isn't feasible at any scale