RE: Indie games?
Brian Hook <[email protected]> Wed, 26 Feb 2003 02:06:57 -0800
| Newsgroups | gmane.games.devel.design |
|---|---|
| Message-ID | <[email protected]> |
>Not having a whizbang teratexel engine costs you automatically on >the order of 10 (on a 100 scale) in review score. Yes, it does, but there's a massive -- and I mean MASSIVE -- disparity between reviews and sales. There is a very strong perception that whiz bang technology is what sells a game, or that huge reviews correlate to massive sales, when in fact this just isn't the case. There are many games that had been ignored by the gaming media which sold very well -- Zoo Tycoon, RC Tycoon, The Sims, Harry Potter -- and there are many well reviewed games that simply didn't sell nearly as much as you would have expected (Homeworld, NOLF). I'm not doubting that reviews are important, but solid gameplay, word of mouth, and a niche genre really can compensate for a perceived lack of cutting edge content and technology. If you look at the top 10 selling games, almost none of them would be considered technologically advanced. Everquest is the most popular 3D on-line game in the world, and it uses vertex lighting, single-pass technology ca. 1997. BF1942 and MOH:AA both have sold very well using fairly average engines by today's standards. Computers are getting faster, but many consumers simply aren't opting to upgrade. My home system is a P3/1000, and will probably stay that way for some time because I just don't see a compelling reason to upgrade. Many consumers feel this way. There are strong markets for: - niche genres - targeting lower end hardware - games with lower cost and lower barrier to entry/complexity We sell _puzzle games_ for $20 and we're surviving quite well. Hardcore gameers laugh at us because, hey, Candy Cruncher isn't 1/10th as cool as Serious Sam, and yet it's the same price. But our consumers DON'T CARE, because they're not buying our games thinking "Man, this puzzle game is a rip off because Serious Sam is the same price!", they're thinking "Hey, this is fun, I finally found a game I can relate to!" As much as grizzled old game developers really hate to admit, the fact remains that gameplay, in the end, is what sells. Maybe not gameplay _we_ find compelling, but gameplay that the average computer user finds compelling will sell copies. I'd bet almost anything that if RC Tycoon 2 had vertex-shaders, it would have sold 1/10th the amount. Brian ------------------------------------------------------- This SF.net email is sponsored by: Scholarships for Techies! Can't afford IT training? All 2003 ictp students receive scholarships. Get hands-on training in Microsoft, Cisco, Sun, Linux/UNIX, and more. www.ictp.com/training/sourceforge.asp _______________________________________________ Gamedevlists-design mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-design Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU6