Are Gamers interested in making games anymore?

Remember when you were young and you wanted to be a game developer, or work for a big game company so you could put your ideas into practice?

These days it seems like the industry is so huge and bloated and corrupt that thinking of making a proper career in videogames is a bad idea.

The maximum you can really hope for in terms of being a Gamer who wants to make the game they want is to try and mod someone elses game, or make some indie title.

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No.

I was always hoping someone would make a Military MMO where you got to create your character like Metal Gear Online 3 but the combat was more like say, Tabula Rasa, or SWTOR with a focus on positioning and cover usage instead of twitch skills.

But I don't think that will ever happen now.

you have to go back

You're 7 years too late OP. Watch the video

If your dream as a child was to develop games then just, like, make games bro. It's extremely satisfying. I grew up dreaming of being a game developer and now I'm doing it, sure I'll never be part of a AAA team, but let's face it, a AAA would never let me do what I really want to do anyway.

These days with a bit of hard work you can make games on par with the games that amazed you in your childhood with a small team (or just one person if you're multi-talented). Just do it user.

-t. /agdg/fag

...

yeah the cancer is pretty bad huh. People on here deride most companies for soulless normalfag cash grabs but not this time.

Why do you have an axe to grind with splatoon? It's one of the few things nintendo has done right in the past gorillion years.

no one wants to work for AAA anymore, kids just fantasize about being indie devs instead, which is a much more dangerous goal because they'll actually try it

this is what people are playing these days? really?

Ok, what does your ebin meme video prove?

I didn't exactly wanted to be a game dev when I was a child but as I grew up more and more, I realize the games that I do want to play don't really exist or never got to be released. So, I've become a hobbyist game dev and slowly work towards making my own game that I know I will enjoy. Being a full time game dev these days sounds like a shit show but working alone on my own things (other than hiring artists when I get around to it) sounds much more appealing than working with a big triple A company or anything larger than like 20 people for that matter.

yes and no.
yes most games are shit today and it would be pretty cool to make something.
No A lot of time needs to be put into learn it personally still would like to learn code but Can't get motivated enough to start.
no the industry is pretty ass cancer for the most part and devs/publishers are even worst.
some even let it go to their head and care more about money and numbers and turn into giant faggots hell look at what happen to yanderedev and hes been what 3+ years now on his game and waste time listening to reddit and making videos and shit

Splatoon is just overwatch for kids.
But it's ok, because it's nintendo.
Didn't you know?

Don't go into the industry ever. Keep the ideas in your dreams and let them die with you.

I wanted to make games as a kid, but as I grew up I realized I didn't have the talent or interest to make it as an artist or writer and I didn't enjoy programming so I just gave up on it.

I actually just wanted to be a voice actor. Ironically, I do develop games now.

Unfortunately, this is false. Take a look outside of vidya hobbyist forums. Go downtown and hit some clubs on a Friday night. There are droves of normalfags who would love to work for free at a AAA company just to say that they did. This is one of the main reasons programmers can't unionize. There's an infinite number of kids who are desperate to get their foot in the door with no clue of how badly they're about to be abused, and that's not even counting the ones who know what they're getting into.

The plain truth is that people are fucking lazy or expect other people to put in the work. Then they spit on the effort of people who invest their time for little money and don't even bother to learn their names even though you could easily find their work online. "Wah," they cry about nepotism when it is easier than ever to meet, connect and talk to professionals with the internet.

The same thing happens for businesses in general. Being a burger, you could call yourself a business with a few hours of paperwork, phone calls, and about a hundred bux and be on your way to competing with the hueg bois but people would rather kvetch about the big corporations subsidized by the big government they keep on supporting, as if that would be an actually effective means of getting them to do what they want. Because signing token petitions is less effort invested in propping up a brittle ego. There's a good reason why a lot of people don't choose to be entrepreneurs, and that's because a lot of businesses fail within the first few years. But at the same time succeeding at entrepreneurship reaps you huge rewards that people find appealing. They just don't want to actively participate in that gamble. If you ever wonder why poor people scratch their lives away on lottery tickets, on a game that is statistically rigged against them and that offers lesser rewards with more dire consequences, it's because the risk is out of their hands and determination and they don't have to invest anything except for a few dollars. They feel more in control NOT HAVING ANY CONTROL, paradoxically enough. This is also why (((mobile game developers))) have such success with freemium game models.

Honestly, just TRYING will put you ahead of 90% of the competition. FINISHING gets you ahead another 5% and the more effort and investment put in will increase your chances of becoming the 1%. The developers of Sonic Mania weren't looking for careers when they were starting out (Christian Whitehead started out with fucking Multimedia Fusion, and MMF was also used to make Freedom Planet; fuck, look at all the games on Steam made with stinking MMF2 steamcommunity.com/app/248170/discussions/0/666828126951531546/) yet they got hired by Sega and lo and behold they were able to outdo what veterans had achieved years before them.

Are gamers interested in making games anymore? Of fucking course they are, but you're probably not one because you don't care to try. It may be loath to realize, but 1) the normalfags who make it in invested more than you have ever done to get where they are, and 2) they're gamers too, just their tastes do not align with yours or with the producers they work for. The medium is STILL young, believe it or not. If you need justification or something to kick your rear to the curb, use the (((automation))) meme and make some games with Adventure Game Studio or babby's first game maker like Stencyl. People have made thousands off games made with beginners' gamedev tools. Even if the risk you take fails, you can point to your games as a portfolio for a software engineering job. You don't have much to lose other than your time, and what are you using it on? More wageslavery for a fixed rate? Porn? Come on, you can USE your gaming expertise as leverage and arbitrage against potential competitors. If you don't want to program or draw, then you can still provide funding for a game and assemble talent for the project. Idea guys are more or less despised by artists and programmers for expecting people to work for them for free; nobody gives a shit when they're producers and hand them their livelihoods. That's how the industry works and that's how to bring something new to it.

I haven't done anything musical since high school, but recently I've thought about learning some instrument like the piano or learning to use software to make game music. I'm always listening to soundtracks from old and new stuff.

yeah and now look how the industry is. At least in the west.


Like what? Whats the ideal beginner gamdev tool? I used to make stuff withe shootemup construction set when I was 12

Yeah, I remember. I stopped working on my RPG maker game because I stopped talking to the guys I was making the game with, so I didn't have any incentive or ideas to continue. That was many years ago.

Afterwards, I started college and my focus changed. I don't have a group of friends interested in making games anymore and I'm not gonna post any shit here, so I have no incentive to continue.

Gamemaker 7. Take a look at Iji.

If that little cardboard box robot really wants to make video games, he could just pirate Ren'py and Daze3d and inject his most dark and fucked up fetishes into retarded cuckporn and /ss/ themed semi-visual novels or RPGmaker shit, then put his alpha 0.0000001 build on patreon and watch the retards just throw money at him per-month to release updates that feature almost nothing.

I'd still like to make games, but instead of doing something butt-fucking retarded like getting a degree in video games I'm just gonna get a CS degree, get a real job, and do adgd on the side or maybe look for a potentially fruitful and not dead-end entry job into vidya.

I feel that playing video games is fun. I feel that making video games is boring.
I don't like programming, but people who do will have a different opinion on it.
There's a difference between consumers and producers. Neither can keep the industry alive without the other. Inb4 some rando repeats the "video games were niche and a hobby" meme.

I haven't given up on my childhood dreams just yet.

I am. I'm learning shit in Unity so I can make my dream game. I'll be giving it for free too.

I did and still do, but I'm almost thirty y/o and a lazy person of colour (big surprise). I've got the degree, time, contacts and mental constitution but can't program for shit. I'm currently working on an idea, but I'm not promising anyone any result unless I even manage to get to an Alpha version.

This industry has seen some better days. Both mentally and what it delivers on the shelf. It WAS the new frontier of entertainment, but when this industry "grew up" and got "serious" it began suffering the same delusions as other major entertainment industries.

I love this industry for what it was and what it could be.

I think a big part of it is the way that studios have been trying to kill off user creativity. Public SDK releases stop studios from being able to sell map packs and on-disk DLC.

I know that my dream is unrealistic, but since I'm already working with computers and going through Programming courses then I might as well try.
I'm also pretty decent with level design, and I understand what makes a good game world. But when it comes to texturing and modeling, that's where I have zero knowledge. I would need to either find autists like me that would be willing to volunteer, or I would have to outsource and have some other studio make this stuff for me.

My main focus is to git gud at Programming and web design, since it's what my college is for. If things go well in my life, then I might try making vidya.

...

NIGGER NIGGER NIGGER

Dubs of truth

I still want to make games, but making games requires knowledge in a bunch of separate fields that are all super tedious and difficult to learn and I can't do even one of them because I can't focus on anything for more than ten minutes at a time

Working directly in the industry is a bad idea unless you find a stable job at a smaller studio. If you join a big studio you're never going to be the big cheese who calls the shots, unless you know the higher ups and manage to suck your way up. Chances are you'll be a cog in the works who gets fired and replaced by another naive fool, along with the rest of your team.

On the flipside, it's easier than ever to make games on your own or in a small team and see big success. And god knows people are hungry for honest games with no political bullshit attached. Just like make game, faggot.

...

The "magic" of game development and developers faded away when access to information became easier and more widespread, and people learned that you have to actually create art assets and use programming languages instead of just coming up with a story or Todd Howarding your way to success, unless you have infinite job security. Also because everyone realized that nobody can actually make a VR MMORPG with time travel.

You'd have to be retarded to want to work for a "big game company".

Ok, so .hack
Not sure about that one.

I wanted to become a video game developmenter just so that I'd have something to work for and then when I couldn't do it thanks to being shit at maths, I just became depressed for a very long time due to other shit going on at the time also happening. so now I just fulfill my desires by making up fantasy in my head and day dreaming about it.

How much math do you really need? Programming is generally just logic, it's not like you need calculus to put together arrays and loops.

to get into college I needed it

...

College is gay as fuck.

t. actual scientist

I went to college on a video game course

jokes on you I never went to a proper college

You don't need very serious math to make a game. At worst it gets to trigonometry

Working in AAA is soul-crushing, pays like shit and you're lucky if you work on one halfway-decent game in your entire career.
Making a successful indy requires sucking up to the corrupt journalists, paying off dodgy streamers or getting extremely lucky.
Given this most faggots with any intelligence (and therefore skill) are working on mods/small free projects in their spare time while holding down a better job.

There was a time when it was easy to grasp a game in its entirety. There's this spaceship shooting the aliens. There's this guy finding treasures in a forest. There's this pizza-face eating dots in a labyrinth. Simple concepts, simple visuals, simple sounds, so you thought: yeah, I can study and learn how to do that - all of that. But now everything is so complex, almost any production takes a massive team with an absurd budget, each person taking care of a tiny fraction of the game. It's hard to be passionate about being a cog in the machine.

I'm in your shoes on the motivation part. I've been pushing on the politics front a lot lately but I've always yearned to create something, but always get half way and end up caving to depression, mainly because of my current work/financial situation. I've got a good feeling about the end of the year though, some investments I made with my savings will allow me to work on them full time and quit my day job, while sustaining myself. Maybe contact my uni/HS day guys about forming a team.

Prove it

A relative of mine once worked for EA as an artist, what he described as his job there seemed to be pretty soul-crushing like you described.

Global warming, excuse me, climate change is 100% real and there are no biological differences between niggers and whites.

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This is me right now. I'm using the good paying job to subsidise the risk of development. If you were full time Indie then you're an idiot because its highly likely you'll be on unemployment in time- if not already, which offers no time at all for dev. Good games take time, so you need to have a job to do it. My only issue is that they're increasing my hours which will mean less time for dev, but on the plus side I can buy fancy computer parts now because I'm paid more.

Doing dev work while Unemployed is by far the worst experience I've ever had and I'd urge not to do it ever because of diminishing returns, eventually all that extra time won't be worth it because your bills will be piling up making you stressed making you not want to dev.

Yes, but I'm too lazy to put in the time to make any of my ideafags, though unlike the nodevs over at >>>/agdg/ I don't kid myself and lie.
Every now and then I try. Haven't found a system or engine I actually like and legitimately facilitates my making a game, while not being pic related. I'd write more but at this point it would only be whining and blogposting.

people would like to design games rather make games.

Or just making a good game. You do have to market it yourself, but having a presence on social media is piss easy these days. If your game is good it will sell and people will take notice of it.
t. friend of a dev whose game got mad popular. Known him for years, he didn't suck up to anyone and just posted progress on twitter.


If you can't settle on an engine you are the definition of a nodev. You'd be surprised to know how many people there are that make that exact excuse.
If you don't actually want to make a game, stop pretending like you ever will.

The people with the good ideas for games don't know how to code or 3d develop. Coders are elitist wizards who make shit games and 3d artists are hipsters. Gaming sucks because the people making games aren't creative and probably don't even play games

Video games should only be passion projects and should be released for free.

I agree, comrade.

Nigger, video game making should be a hobby not a fucking business. The only incentive people have for making games is money. If the money makers would just drop out the hobby community and open source community could shine. The devs could make money through ad revenue on websites that hosted downloads, forums etc plus they could advertise on servers. Video games are only made for the money and it shows.

What if making games is your hobby and you sell the finished version for a small price knowing that people will pirate it anyway?

That's why it never makes sense to release something for free because there's plenty of people who will spend money on just about anything and if they like it they'll tell others and that will cause pirates to put a pirated version up for people to play. As a result the game will eventually be for free whether you want it to or not.

If an idea pops into my head that catches my fancy something fierce, you can be damned sure I'll drag my lazy ass through whatever steps are necessary to bring that idea to fruition.
The trick is getting a spark of inspiration strong enough to get me to learn how to program, draw, compose music, and everything else that would be involved in gamedev.
I am slowly hammering out a setting and a whole bevy of system adjustments for the purposes of running a tabletop game, but that is much easier due to literally just needing words and ideas.

You have a really simple view of the world. Yes, AAA studios and publishers are evil, but you can't make a reasonably sized game on a budget of nothing. Especially not 3D, that's just unrealistic. Chances are most of the games you played had to be financed somehow, because finishing a full game is a huge undertaking that often requires multiple people to work on it for several months at a time. Even the simplest 2D game can take months of work until it's good.

The problem isn't that people aren't creative or that it's not a hobby thing anymore. It's publishers and company leads who engage in more and more predatory business practices with no regard for the end product. We do lack passion projects like free mods for sure these days, but that's due to devs no longer providing the tools for it. And saying everything should be free forever is fucking ridiculous, nobody would bother to make anything at that point because they couldn't sustain themselves working on their passion project full-time.
Don't blame the system, blame the ones who abuse it. It's not the individual developers and employees who are at fault, it's the higher ups who are responsible for the state of the industry.

Which isn't inherently a bad thing. The overwhelmingly vast majority of the greatest games of all time had a price tag.


They already do. There is nothing stopping anyone from making games for free.

i can do that once i'm done gassing kikes

Word of advice, if you do get to the point where you want to realize your idea, don't rely on motivation to strike you, because chances are it won't. Set a routine and actually work, it's much healthier and productive.
You also don't need to do everything yourself. If your game looks promising people will want to ask to collaborate with you and provide stuff like music and art.

Living is such a fucking chore.

...

That still comes down largely to luck, get one good break and self-marketing becomes self-sustaining. It's getting the first bit that's hard. If you look at a game like RtW it had a good thread or two here on Holla Forums and a few anons who saw it there got it themselves (purchased and pirated, depending on the user in question). Those anons then spread it around and you'll see it show up at a low level all over Holla Forums and indeed outside (/k/ for example). If that user hadn't made a thread or the thread had flopped or whatever there'd be a fuckton less sales and free marketing.
I'd agree it's easier now than ever since streamers, cancer though they are, can do wonders for your game at a low cost but it still comes down to luck (something that's the case in any hit-driven industry).

Also if you do it in your spare time the worst case is it flops and you've still got a job.

I've spoken to a fair few fags who have done AAA work over the years, they all say it's fucking horrible.

Once I get my shit reasonably together I'm going to tackle this shit and make it happen is what I keep telling myself.

Lol no, im not even interest in playing this shit anymore

I know that feel user
It'll never happen
Even if you learned how to code and work in an engine, your ideas would all turn out like shitty glorified tech demos and you'd never be able to get around to finishing them all by yourself
The only chance you'd have at making something good is learning a marketable skill and weaseling your way up a company until you get a "design" related position, which is impossible for autists in the first place, and all of your ideas would be perverted by corporatism or the other faggots you'd work with who have no skills but got their jobs because someone liked them

It's not luck, it's just coming up with an actually good and original idea and not being retarded about it. Your best marketing tool will always be worth of mouth but if your game isn't appealing in the least, it will never catch on.

Loads of faggots come up with a "totally unique and original concept!" that turns out to be yet another iteraction in the same genre that never gets them anywhere because everyone already played that same game a thousand times before.
Meanwhile Notch comes up with the idea of an FPS where you don't always have a gun glued to your right arm, where you interact with the environment more than with players and suddendly you have a huge success.

You still have games today like Deus Ex, VTMB and Thief talked about because they were truly original and well crafted ideas that captivated people, even with a price tag.
What indie devs need to realize is exactly that, they are never gonna "get one good break" if they just make yet another dungeon crawler or yet another RPGMaker clone of Final Fantasy since they'll just be copying the same gameplay everyone already saw and the story only gets you so far.
And nobody will promote your game for you if it doesn't grab their attention.

Is that why nostalgia pandering shit like yooka laylee, pillars of eternity, and shadowrun returns get millions on kickstarter with just promises and a video that has some art and music in it, while good ideas that may even actually have gameplay demos die with little fanfare?
It's not about having a good unique idea that you can deliver on, it's about marketing, luck, and sometimes delivering a relatively finished product that isn't complete garbage, just like with the AAA market
wrong, he stole the idea and executed it terribly to boot
Great examples of series that died or were raped and then died because being beloved and interesting is not the same as being a success

You're only interested in polluting the board.

So basically like every other adult?

That sounds like a personal problem more than anything. Your defeatist attitude really sucks, man. Don't rub it off on others.


You can fund your game on past achievements alone, but that doesn't have to translate to sales once the thing actually comes out. See MN9.
That doesn't happen. When it does, the presentation is generally lacking. Games aren't only gameplay.
Marketing yes, delivering a finished product, yes. The former is required no matter what field you're in because people have to know about your product somehow. That doesn't mean you have to resort to scummy practices for people to simply be aware of you. And the latter should be the fucking standard.
Luck has little to do with hitting success, it's about reading the market and providing something people want. Hate Minecraft all you want, the reason it got popular is because nobody really provided a sandbox lego game of its nature and Notch realized its a niche he could (badly) fill. Infiniminer was similar but not designed to be as open. Same thing with Stardew Valley, nobody else thought to make a game like Harvest Moon in the past years, so when someone did it made fucking millions since that niche was untapped.
The reason those series were raped was because publishers had their eyes on them because they were previously successful and beloved.

You say that but you don't understand what you're actually saying. Those genres aren't that overdone in these days, especially collect-a-thons and some people still want proper games for that.
Yookay Laylee didn't got the money it had because of it's merit but rather because of who made it. And just like Pillars of Eternity, it flopped anyway.
Shadowrun returns got a fuckload of cash (relatively speaking) because it actually had some interesting concepts to the gameplay, especially when you use hackers with regular combat, not to mention being a cyberpunk game in a time where you barely see any of those.

Again, Yooka Laylee was a good idea with decent execution (on paper) and Shadowrun is filling the cyberpunk niche. Both reasons to be successfull. Pillars of Eternity, much like Yooka Laylee, only got the backing it did because of the company that made it, because those companies have won credibility with their fanbase (and then lost it, but that's another discussion)

He executed it better than Infinimer, if that's what you're refering to. Infinimer was fun but limted in scope, it required a lot more content and focus to make it a much better game. Meanwhile Minecraft always had shit content and shit implementation but at least it gave a decent avenue for creativity and autism that far surpassed other similar games.
You could easily fuck around with the Redstone logic without needing to learn Lua, so it beats Garry's Mod there, for instance.

And yet those games are still talked about, people still hold respect and love for them, they are still installed, played and discussed. While the later iterations that lost all the good qualities the previous games had aren't mentioned that often if at all.

Deus Ex was very much a success in it's time as was Thief. VTMB had unfortunate problems for reasons other than the sales it got.

Giving up on your goals doesn't make you an adult. But it does make you a little quitter bitch.

I had forgotten about Stardew Valley, another niche-filling game that got a lot of success for doing just that.

Another example would be Terraria vs Starbound, where the first was said to be "2D Minecraft" but it evolved with it's content to be something a bit different, rewarding exploration over clicking blocks and eventually it became a pretty cool game with nothing similar.

Until Starbound hit the shelves, which was basically the same game but with none of the content, that later tried to "fix" this by becoming a metroidvania (so it wasn't filling an empty niche anymore) and still being terrible at that.
While Terraria was indeed both original and well designed as an idea and saw huge success for that, Starboung banked entirely on the former game popularity and was neither original nor well designed and the result was that it was a shit game.

Another example would probably be No Man's Sky, that seems to be new, seems to be original, but it's actually just yet another spaceflight game like Tachyon or X3 or Elite Dangerous, only with a far less detailed universe and
planet exploration tacked on to ape up gameplay from Minecraft.
There's actually a crap ton of similar games like Space Engineers and other stuff that also never make it big because they aren't anything that new and the few ideas they brought to the table aren't very well implemented either, even with all the marketing some of them put on it.

Marketing isn't just about making people aware of your product, it's making people think they want it even if they really don't
See MN9.

user, please. Everyone that was onboard for MN9 was a Megaman fan, they already were convinced they "want it" from the moment a new megaman game was announced. There was no marketing needed there, just longtime fans and nostalgia at play. And yet again, it was a company banking on their previous titles and fame instead of the quality of their game and see how that turned out.

Maybe a better example would be star citizen

On the contrary, I think the improvement of development tools have allowed people to grasp more of individual projects than they ever have been able to. Take Unity or Gamemaker or whatever. Can't draw or model? Use purchased assets. Can't create scenery, landscapes, whatever? Use a sophisticated random generation algorithm. If you're bad at maths, but want to implement something mathematically difficult, like tweening algorithms or pathfinding, there's dozens of libraries available that will do it for you.

No, marketing is about making people aware of your product, no more no less. Some games do rely on marketing deceptively because they have nothing substantial to offer, but that's a separate thing.
I don't know what fantasy world you live in but you can't reasonably put a product into today's world and expect it to sell on its own when you don't even try to approach your customers and tell them you have something they might want. If you have something you care about you show it to people, especially if your income is on the line.
But people absolutely wanted more Megaman. It simply didn't deliver and people weren't as skeptical about it as they should've been.

It's not really a good example since it hasn't been released yet and it does bring massive autism to the table regarding how the ships work, something that hasn't been done to this level yet.
If Robert actually delivers on the hype, it could actually be a pretty cool game, judging from the features they promised, it's just that the likelihood of that happening is very small and it's still not worth the price required.

Otherwise, an X3 game where you can exit your ship and go shoot things plus with all the other details? That'd be a pretty cool game and that's why people give him money, who doesn't want to go on cool space adventures?

So you're saying that what's making people pour tens of millions of dollars into this isn't a finished product
It's instead some sort of system built around promises and charisma, informing people about what will be there and getting them hyped and willing to put down money for it
Shit, I know there's a word for that, but it's on the tip of my tongue. I know literally every game does it to some extent, and sometimes there are even entire conventions based around companies doing this, but I just can't remember what it is

Of course they are interested. The problem is that people can usually only do either programming, graphics, sound design, writing, etc. but not all of them. And you know how well team projects end up…

I still dream about getting a group together and making a passion project. I'd rather work in a supermarket than work in the industry though.

No, I'm saying that people don't know the actual value of what they are buying into. It's an investment that may or may not payoff (it won't), not unlike MN9.

If you want to be a one-trick pony and make some quick cash, sure. Is that a "success"? Fuck no, you're gonna blow it all anyway and you'll ruin any future you might have had.

Yooka Laylee, MN9, Mass Effect, Dragon Age and several other games are exactly the same thing. You have a company known for making a well received game in the past that gets them support from the fanbase and\or investors to make a new game. But instead of making a decent sequel, they make a shitty excuse of a videogame, waste all the money invested in them and lose all the credibility they had.
Rare and Inafune are never gonna get support from fans ever again, much like Tim Shaffer. Bioware is now stuck making updates for Andromeda's multiplayer, helping other larger studios and Dragon Age 4 is only gonna happen because Inquisition wasn't a total flop.

However, please think carefully about what you're arguing here, how a game becomes a success. Hype only gets you attention in your game, but it doesn't keep players stuck to it. Quality does, quality keeps people playing it and talking about it. You'll always need a minimum of marketing, but more billboards, more tv ads, more pre-order bonus and journo endorsements don't actually mean more sales.
Also, do consider that most of the hype people have is for new ideas because that's what they want. And when they play a game and see it's not new at all or badly executed they drop it.

I'll leave you with an excelent example, the recently released Lawbreakers.
A game done by the fucktard that created Gears of War with an interesting idea: zero g movement and lots of verticality. It got a lot of attention on it especially with all the marketing and the hype surrounding the game. But come the first day of sales? A metric fuckton of refunds and the game can barely compete with Battleborn.

The hype got people interested, the quality kept them away from the game afterwards. There was a shit ton of hype surrounding what the game promised to be and in the end it was still considered a flop because the game just isn't good at all. Hype != Success.

Yeah, and then I made a game faggot.
When I was 7.
Enjoy your crushed dreams as you realize you're a talentless hack

coming up with the story first gives direction

the problem is that the people writing are largely hired at larger studios because they are hacks and are hired to write hack pieces that push one agenda or another of the company owner. if by some miracle this is not the case, you also have the problem of the writer not writing for the medium or attempting to simply make a movie with controls fair enough there is an audiance for this sort of game but it doesn't really elevate gaming as an artistic medium, it simply tries to emulate the cinematic experience, the fact you can google something like The Last of Us cinematic play through and experiance basically the exact same thing as if you had played it yourself shows that they have failed to include what makes games interesting from an artisitic point of view, player agency.


to make a genuinly good game, the writing should have an actual goal or messege that the writer themselves wants to put out, and such a story must make allowance for the game itself to engage the player to aid this narrative. To my knowledge its only really Kojima who could pull this off

The problem with collaborations is that you need a glue for a team to stick together, which is one of two things: genuine passion or payment. The latter is self explanatory, you pay someone and they deliver the content you need. But since that's not an option for most amateurs, they opt for the other thing. Or try to.
Problem with building a team on the basis of passion is that profit is an afterthought, which means that team members technically don't have any stakes in it and lose nothing if they don't deliver. And that means that genuine passion is often extremely fleeting, or not there in the first place. You can promise your partner(s) that you're going to put in the work, but if you end up not doing it there isn't really much they can do about it except stop talking to you.

There's far more teams that fall apart by going this way than there are that succeed. Those who succeed generally have known each other for a while, so they're not looking to team up with strangers. And if you team up with strangers your vetting process better be fucking thorough. Or you might end up working with SJWs without knowing like I have.


If you do, try to get as far as you can on your own before trying to relying on others. Starting with a team first usually ends in misery for the above mentioned reasons. I've gotten way farther on my own within 2 months of picking up Gamemaker than in the 6 years I've tried collaborating. All I have to show for that is a bunch of started concepts, half-finished art assets and no playable demos what so ever.

Willy wars isn't a video game.

I'd add to this that you should try forming teams with other people who have something to show for their efforts. It will weed out flakes, they'll have a feel for how big a project you can do, and they'll have a better grasp of the effort that the other guys are putting in, even if they're doing different work.

No it doesn't, it just makes you think it does. Faggots that start with story first instead of gameplay are doomed to failure.
I've lost count of how many "FPS survival horror" games I've seen lately that all look the same and play the same with the only difference being the story, all because some idiot thinks that their idea about the psychological manifestations of your own guilt represented by a monster that chases you is more than enough to justify yet another game about running through dark hallways with a lantern looking for keys to open the next door.

Neither Sonic nor Crash Bandicot nor Super Mario or Metroid started with the story. They are games about a character that has a certain array of moves you can use to traverse obstacles exploring wildly different worlds\areas filled with devious obstacles and terrible enemies.
Saving Peach\Tawny or fighting Robotnik\Neocortex is just the context to string things together, but it's so low priority you can basically half ass a villain near the end of production after you have all your levels done.

One of those flopped hard enough to kills its studio. There are also hundreds of examples of good AAA and AA games with massive marketing budgets that flopped due to factors outside their control. It's mostly luck, a handful of anecdotal successes don't change that.
Notch stole a bunch of ideas from better games that just didn't get as lucky with marketing. He didn't come up with shit all that's original.

Hype without quality will bring you plenty of sales, it just means that the next game in the series will flop. This is the Watch_Dogs and nu-Tomb Raider model. Obviously hype alone can't sell a completely terrible game or one in a genre that's already flooded and a game that fails to turn artificial hype into non-artificial hype (again often due to bad luck) won't benefit but the more money you throw at it the better your odds are.

Because of the editor, not the game nor the studio, let's not forget that.

If there are that many, list 3 please, because I seriously doubt it's ever out of their control. They often just compete in over saturated genres or make terrible design decisions and pay the price.

And an handfull of anecdotal failures doesn't prove it's luck either.

You should read a few posts up.

Infiniminer was a good idea but very badly executed and very limited both in it's potential and it's appeal. It was more like what if Minecraft happened in a single chunck and was centered around PvP only?
Minecraft on the other hand went the route of sandbox, construction of elaborate structures, exploring an infinite world and what actually made it famous: using Redstone to create all kinds of mechanisms.

I do agree that it's still horribly implemented, loads of half assed ideas and concepts to the point that there are a metric fuckton of mods, each with more effort put into them than the base game. Thaumcraft alone is a better game than Minecraft, for instance.
But this doesn't mean that Minecraft still tried to be it's own thing, distinct from Infiniminer, or that it wasn't original in the gameplay it presented, despite how simple it looks.

For comparison, there's a game out there about running around with paint guns and covering the walls and floors with your team color, a game that came way before Splatoon. Does that mean Splatoon copied it? Nope, it came up with it's own mechanics regarding Squid-form, it's own world and lore and it's own weapons and game modes to set it apart well enough it can't be considered a copy of that anymore.


But hype costs money to generate, from bribes to ads and parties or just lots of pretty rendering bullshots.
Seriously, go check on how well some of the companies that pulled that off are, finnancially speaking. Inafune had to start a kickstarter for the other game he was making since there was nothing left from MN9.

And still, there's the important disctintion to make: we are talking about a successfull game. Something that gets a lot of sales but utterly ruins your credibility and whatever chance at a sequel is not a success.
Mass Effect 3 made enough money to justify a sequel, despite the backlash. Was it a successfull game? Nope. The amount of sales was not up to luck but the quality of the previous 2 games, and Andromeda suffered heavily because of how shit ME3 was.
Dragon Age 3 was in the same boat after DA2 so I predict that DA4 will be another Andromeda.

Absolutely. That's the vetting process I mentioned, you gotta know that the people you plan to spend a lot of time working with are reliable and have the ability to actually make something.

And Valve being retarded sure, I'm just saying VTM:B is hardly a success. Arcanum wasn't either despite also being very original.
Arcanum (all of the complaints about it would apply equally to any other successful crpg)
Okami*
Grim Fandango (came from a studio known for its quality output in the genre too)
Beyond Good and Evil*
Madworld*
Driver: San Francisco (we can debate how hard it flopped but it had a massive marketing budget)
Potentially Titanfall 2 (a game that's at least up to being called 'good', we'll have to see how sales play out)
Project Eden*
Timeshift
Games with *s were also deeply original games. Given a bit more time I could dig for more but the funny thing about these flops is they are quickly forgotten. Consider also that a AAA game that flops and is completely average (i.e. not major flaw) counts as 'outside their control' because it's fairly easy for an unremarkable AAA game with marketing to succeed. Now we could also sit down and list completely generic AAA games that did succeed despite being completely inferior to the above.
The idea of video gaming as a hit driven industry (the very definition of an industry that comes down to luck) is not new. Developers have been bitching for years about how good games fail seemingly at random. I wish I had an article from a few years back with this exact topic but I don't think I bookmarked it.
Your argument is that games can succeed just due to being original without any luck or intensive marketing. Minecraft literally ripped off a ton of other games (unoriginal) and happened to get extremely lucky with convincing faggots to buy into a half-finished (and to this day still unfinished) concept. I don't see how a poorly made rehash of better games backs up your idea of quality = success.
Splatoon was a success because Nintendo backed it, not because of one gameplay gimmick and lore nobody cares about. If you want to go further down that analogy compare Portal and the almost unknown student game it's heavily based on. Or fucking Angry Birds and any number of previous flash games with identical (often superior!) gameplay it ripped off. Originality means shit all without marketing and/or luck.

You're also willingly ignoring many hundreds of AAA games that do just rehash unoriginal ideas and make millions (see: Nintendo, ). You can do everything right and fail due to factors outside of your control and you can do everything wrong, get luck/throw cash at marketing and still come out on top. That's life in a hit driven industry.
Ubisoft have been pulling the 'heavily market average game' trick for years and it's worked fine, if they hadn't been dumb enough to make a Watch_Dogs 2 then the first would have been a major success with no real downsides (anyone smart already knows not to touch a new Ubisoft franchise). I'll again also just point you at Hollywood, an industry with an almost identical business model: worst case you blame it all on the franchise or director (in vidya games the development studio) and you're golden.
Bad games like Watch_Dogs, Mass Effect 3 and Dragon Age 2 don't hurt the publisher's reputation, they hurt that series' (possibly also that one developer's but a AAA publisher has plenty spare studios) reputation. If they were smart enough to just fuck off and make something else there'd be no real loss to them (again anyone smart already distrusts EA and Ubisoft). Also Mass Effect 3 sold like crazy despite how much of a step-down Mass Effect 2 was.

Now I'll agree there are some small companies that sit in a niche and live off it/live off past reputation but that's a world apart from 'if you make an original and half-way decent game it'll sell without you just getting lucky' and those companies had to have success to build up their reputation in the first place.

To tie into that look at things like Gears of War: games that are almost identical, hyped to fuck and in which random games just flop for no good reason.
There are also god knows how many good indie/AA games you'll never hear of just due to poor luck in selling themselves and then the occasional indie that explodes because a certain streamer decided they'd play it that day. To a degree you can encourage that but you might get fucked anyway.

Gamers don't make games anymore.

BUSINESSMEN make games. Just like BUSINESSMEN make TV shows and movies and books and "art". That's why it's all soulless and completely the same and appeals only to the 50% of the world that is retard normalfags.

Being original or first doesn't always mean success. Some of the best ideas were build off the foundation of others. Here's a TED talk on the subject.


That "game," Color Wars (for X360) wasn't even released and only exists in trailer form.

Even the game designer of CW commented on this because of Splatoon bringing all the attention to it.
youtube.com/watch?v=96WZJusSqR0
DIT (5/29/2015): As the there is unexpectedly many comments under the video and the number of views almost reached 100.000 I am adding some information about what you just saw. Minute trailer presenting prototype made by Mindware Studios. Czech Republic based studio behind Cold War, Painkiller Overdose and Dreamkiller is not longer exists. The prototype was made within six weeks by 15 people and it was playable. The basic principle is suprisingly similar more to Half Life mod called Day of Defeat then to anything else. You are just playing with paintball guns. The level is divided into sectors. Instead of capturing a flag you need to color all sector in order to capture him. By capturing all sectors to won the game. You have two teams typically with four players. Each player can chose one of four classes (painter, washer, tagger, supplier - i do not remember exact names). While painter's job is to paint as many areas as he can, washer can clean sectors painted by enemies and your team mates (when you are painted by your opponents color, you need to return to your base). Tagger can paint tags like lock tag that lock sector painted by your team, teleport tag and others. Finally supplier brings you color to battle field so you need not to return for ammo to your base. The concept is about five years old but the game itself was never finished . I do not think Nitendo copy cat this. Former game designer of Color Wars.

nobody cares about your nintendo nostalgiafagging its not the 90s

I addressed what the problem of modern writing is and you simply ignored it in favor of some diatribe about shallow arcade games.

Don't give credit to businessmen, they don't make shit. They just tell the creators what to do because they have them by the balls. Businessmen are funding everything, so they get the last word, and since their only goal is to make more money they don't want the creators to take any risks, but rather stick to "tried and true" bullshit.
It's not a coincidence that concept art often looks more promising than what the final product ends up being. Look at Epic Mickey for example.

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;( user why do you have to remind me

Splatoon predates Overwatch….

I'd like to get into /agdg/ but I travel for work and I still haven't figured out what laptop to get.

Doesn't make it less shit

Anyone here try that SmileBasic software coding for the 3DS (recently released in Europe) for making programs and games or Warioware DIY for making microgames?


Thinking back to the infamous Overstrike/Fuse design change, I wonder how many kids even play Overwatch considering it's visual style isn't the brown and grey associated with other mature FPS.

You'd be surprised where things can go if you stick with it.

No ads in games. Stay the fuck out of my dreams.

Meh, once you seriously get into computer programming and coding your drive to make vidya will plummet naturally. If the prospect of writing your own music, drawing your own art, and doing all the writing didn't kill it for you.

I thought that shit was free
it's the VN maker thing right?

Yes, Ren'py is free

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Splatoon is a tumblrgame like Undertale and Hollow Knight. Fucking genderfluids..

I most certainly do, it was my dream, but laziness got in the way. Always wanted to make a Mega Man game.

Don't forget animation/programming too, and look at them now; irredeemable.

And momodora.

Explain.

You can be anything if you put your mind to it my special little snowflake.

CS grads don't know shit anymore. I do interviews for my company and the trivial questions that used to be at the start to relieve tension now exclude the majority of applicants. People who've spent $100k at what were once good engineering schools are usually stumped by questions like reversing a list.

Hotline Miami too