RE: [GD-Design] Indie games?
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From: Brian H. <ho...@py...> - 2003-02-26 10:06:52
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>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 |