I want to make money in game dev

I want to make money in game dev.
Don't give me ideas, give me things that'll make you want to purchase a game.

If it has a unique setting and fluid looking gameplay, I'll probably buy it if I get any enjoyment out of pirating it. Doesn't matter what the gameplay is, or if it's even very good or not, but as long as what the game does smoothly transitions and doesn't do anything jarring, I'm pretty likely to buy it.

Make a better The Sims clone like the Cities: Skylines guys made a better Sim City clone.

Constantly belittle and antagonize your core audience, as the "tough-love" mentality will draw in those who don't generally like the genre you're working with. Make characters that don't look traditionally aesthetically pleasing, as that's just boring and not a good hook for first impressions. Then finally save money by getting freelancers for sound design and music, as there are lots of good cheap music that aren't made by professionals.

Kill yourself, and I'll pay you a thousand dollars.
:^)

The chances of you making good money is so small that your initial expectations for gross sales should be about $20-50 tops.

make it as offensive as possible, and i’ll buy it no problem

a game that's basically like WET with more melee elements. design would be basically Casey Lynch from Guitar Hero 3, but replace the tattoos with a six pack, and make her breasts and ass bigger.

Elbow in on the chink-MMO racket

In addition make it a real-time action game set in a MMO world, but without the grinding shit.

Fucking delete (yourself) and I will try to avoid pulling the power at the (others).

impregnation mechanic
with status for anus only

Is there any way you could even make a better The Sims game that isn't just a clone with mod support and no jewed over expansion packs with less content than the previous one?

There's literally no point in the last two panels. See? The joke still works.

Just take the best features from all the games and put them in one game, and make it run decently. That's all it would take to capitalize on that void in the market.

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Fire your marketing department. Stop following market trends. Stop copying other successful games. Make it tough to beat. Basically take the usb with the powerpoint slideshow detailing market research, cram it up the marketing lead's ass, and kick his teeth in. Then again, people like me are considered a toxic market.

give me a good mech game with lots of autistic customization, and you will be drowning in shekels

Add good female weight gain/inflation mechanics and I'll buy your game in a heartbeat.

go away dobson

One last thing to add: a function that lets the player see the world from a Sim's point of view. That will satisfy all the self-insert fantasies normalfags have, and make modders hustle to build porn mods. Unless they already added that in 3, never played that shit

Trust me, this I'm aiming for.
I just need some good guidelines
I was expecting responses along the lines of adding cute girls or stuff like that.

Make it so normie sheep start adopting National Socialism immediately after release.

Making it good is entire optional as long it fullfills its purpose.

You either go for hyper-realism or your own brand of unique fakeness like wind waker did with it's artstyle.

You'll make a good game. But it won't make money. But I will buy it, granted it's in the RPG or strategy genre.

Free games.

No

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make an open world game with some light RPG elements to it. it's an FPS but it's not too intense, and make sure it has a lot of player gratification and never actually challenge the player much
make sure to pay off some big streamers to play the game a lot to get the word out there
also dont forget to cut out some content before it comes out and release it later as DLC oh yeah and some premium content that can only bought with a special currency that you buy outside of the game with real money, also lootboxes
there, now you have a game that'll make more money than if you made a game catering to the retards on this site

character customization

bonus points if you allow upskirt shots

What's wrong with THICC girls as long as they ain't land whales?

As another user pointed out, character customization. Having a set character that you can't alter by gender, stats and clothing often turns players off nowadays.

rape

Not enough cosmetic "uprgade" buttons with cooldowns.

This is the worst possible reason to get into game dev.

That's not to say you shouldn't try to make money in it, but your primary reason to make the game needs to be your passion for it. You're the one who is going to be pouring an ungodly number of hours into making the game a reality. Also you need to make sure the game is built around things that would make YOU want to buy it. Because otherwise you'll be stabbing in the dark trying to make the game appeal to people who are not yourself.

The chao garden but more variants and minigames to get the animals/drives since fuck the rest of that game.

Get a good team that you can meet in-person: You need good art/music/writing assets, good coding, and good gameplay. Solo or informal (anonymous or pseudonymous) development would probably take too long for you to develop anything, let alone anything successful.

MORE PLAANTS

Let me make my own magic spells from the ground up to be OP and fulfill my power fantasy, also make the theme such that magic is the result of super advanced technology.

The passion of the creator is important. Make a game you want to play and people'll notice your excitement in the progress updates and such.
Deep mechanics
A spirit of exploration
Better gameplay than graphics
A setting that doesn't portray degeneracy in a positive light
Cute grills also help. For the love of god, don't fall for the Tumblr-aesthetics meme.


But that would already be a much better Sims game. It'd probably sell fairly well if EA didn't try to sue (which they will, there's too many braindead normalfag NPCs spending 300$ on a single fucking game to get back features in the fourth game the second one had to risk someone busting their racket)

Make it fun to replay
Keep the visuals clean
Keep it simple
Make sure it has good movement (if your game has movement)

pls expln
Is it filter usage?

No goreporn that only appeals to kikes and those with shit fetishes type stuff. Gore and shit is fine if it is used in moderation to make the game more believeable/fun for immersion purposes.

Also no highly contrasting colors like white on black or red on a light green as those when shiny/water like are fucking cancer unless used for a game mechanic like to point something out why are you handholding at that point?

WHy's would you want our opinion
We don't buy games
Make a kickstarter for something you think the normalfags will back and half arse the final product

Without going into my own politics, here are some things I look at, in no particular order.

1) Make it fun.
1.1) If you wouldn't play it as its developer(s), why would anyone else?
1.2) Give it replay value. If the only value is in the story, normalfags are more likely to watch a damn let's play. For adventure games where story is a big part of it, make the game less linear and offer multiple endings that are actually rewarding. See 999 and Corpse Party (the original) where you can work towards saving everyone. It should be limited to what you think of as replay value either. Take Super Mario 64: there's not skinner box mechanics or rankings or anything - the fact that it is fun to play is enough to keep people replaying it multiple times, and not just the autists.

2) Try not to restrain the player so much.
2.1) A lot of people can't stand not being able to start the game and immediately start playing. Skipping tutorials, skipping and pausing dialog in general, quick start where you skip right to the actual game, remembering which cut scenes the player has already seen, that sort of thing is helpful to mitigate this in games that require a tutorial or are more linear or story-driven.
2.2) Do not try to prevent the player from doing something when it isn't necessary. Such as not being allowed to backtrack and receiving dialog like "Player, did you forget to go to X?" Maybe they aren't actually lost and want to go that way before they go to X.

3) Make sure there aren't any game-breaking or otherwise unprofessional bugs. Nothing makes me drop a game like it being fucking broken. While you're at it, if people are getting lost while playing your game, the solution shouldn't be add a handholding feature. You can do that if you want, but that should not be the solution. The solution should be to make it less convoluted in the fucking first place.

4) Make sure the characters aren't ugly as fuck. If there are young girls or women, make them attractive. It's not that hard, it basically means not a bulldyke or hamplanet. Beyond that, everyone has different tastes and someone is bound to like them. Male characters should at the very least not look like ugly nerds. Anything after that is up to you, really.

5) Try not to push your values onto the player. This means politics, morality, and all that stuff. It can be done in a good game, yes, but you would be purposefully alienating players that don't share those values. Those players may choose to pirate your game or simply not play it at all.

6) Art direction and music: Make it "unique." By this I mean, make sure if somebody drew fan art of your game, people would know what game it is from. If somebody made an arrangement of your game's songs, people would still know what game it is from. If people posts a screenshot of the game on Holla Forums, make sure people that haven't actually played it yet know what game it is. The assets of your game should be memorable and should give the player the notion that there was effort put into them.


This also.


I would add that there should still be some contrast. Another bad gamedev thing is not being able to tell the foreground from the background and making the screen/scene/map/room/etc too busy for the player to quickly process during play.

Make it easy to tell what's happening on screen at all times. No unnecessary details cluttering the screen, so the player can understand the information being presented to then at all times. Since you're posting on 8/v/ I assume you're making a 2D game on your own so stick to simple shapes and color sprites and backgrounds based on what they do (player is white, enemies red, etc).

wait what's with gore that makes jew's almods activate?

-loot with at least 3 suffixes and prefixes
-shared loot container for replayability
-art/characters that are not inspired by WOW
-game must offend Polygon and Kotaku
-game is set off earth or future earth
-pickpocketing and lockpicking
-traps with explosions and not benises
-waterfalls must have treasure behind it
-accidental nudity
-cranky old people who don't give a shit about what's going on.

Usually (((their))) lifestyle of thinking they are better then goyim leads to them developing fetishes since nothing is fullfilling if you are supposedly (((the best of everything))). Even if it is demonstratably wrong. The same thing applies to rich people in a way, they seek to do new and different things for a different feeling since they feel like they already felt things that non-rich or poor people usually experience. This has to do with alpha and beta characteristics in animals/humans.

It's much easier and more rewarding to make the game you want to make and then find people who want to buy it, than to make the game people supposedly want to buy.

This works for all creative shit.

Al Gore created the internet which has lead to people able to engage outside of mainstream media and as such people learn about the Jews which scares them

If you're asking me about things I want to see in a game:
If you're asking me about things that will make you rich:

Day-one DLC.

fun and inventive gameplay?

a red ocean strategy, as opposed to a blue ocean strategy

binding of Issac with a submarine.
Slowly go deeper and deeper into the bottom of the ocean

It's like BoI but with shmup gameplay levels of power creep

Find a way to combine RTS with open world rpg

It's called Spellforce.

5) Try not to push your values onto the player. This means politics, morality, and all that stuff. It can be done in a good game, yes, but you would be purposefully alienating players that don't share those values. Those players may choose to pirate your game or simply not play it at all.

This is rather difficult as some people see politics where there is none. And leftists don't buy games that don't fully bend down ass-first to their beliefs.

A good game, mr. market researcher.

ahahahahahahahahahahaha
best of fuckin' luck

Make something that you genuinely find fun, OP.

Pour your heart and soul into it. Don't cut corners. Give it your best try and always remember:

If its not fun for you, it's not fun for the player either.

Open world,the bigger the better, actually destructible environment, control over settlers, slaves, or other types of minions, good AI, procedural generation of quests that isn't repetitive, fan service and porn, ABSOLUTELY NO PAY TO WIN, not dependent on multiplayer mechanics, mod support, no SJW bullshit fucking up the characters (I'm not saying I only want to see white people, I'm saying choose roles that fit the game, then characters that fit the roles) tough choices.

What I most want is porn and an open world.

Most important

And what are the odds that OP will be able to deliver on such a game? Shits hard to make you know.

this

He asked what I want, that's what I want. If he can't deliver I'll buy the game that comes closest to it.

Better optimized PUBG clone.
A decent FPS or TPS with anime girls and tons of skins and outfits for them.
Or combine both of those elements.

Maybe the battle royale fad will be over by the time you finish but if Steam has taught me anything it's that lots of weebs play shooters and it honestly baffles me that nobody except Blizzard (kinda) is trying to get their money.

Make a strong first few hours with addictive gameplay and intuitive controls. You want your character design to pop and leave an impression. If there's a story, imply deeper shit will happen to get people excited for what will happen next.
If all you're looking to do is make money, you can half-ass the rest from there, but if you want to keep an audience and have lasting impact, you'll have to deliver.

Here's a concept for you. Take Breath of The Wild and turn it into the greatest action-RPG ever.
And otherwise

If someone made ARMA or PUBG but it was anime I can guarantee you it would be an overnight sensation.

So a version of the Sims where the only thing you have to do is tediously manage their walking paths or else they starve to death? Boy, that sounds fun.

Be at the right place and the right time, as in, get lucky.

These dubs

The only way I've seen to make even pirates buy a game is to have an actually fun online multiplayer game, that will not work any other way than through Steam or the like.

I almost gave away my dream million dollar game idea, but I stopped myself last minute. You're out of luck today, op. The one who's gonna make tons of money in gamedev is me.


What are games that have done this best, so far? Evils Islands gives quite a lot of options for crafting and implementing spells, like how many targets they hit, duration, power, auto or manual activation and so on. But they have to be built upon predetermined templates such as "Healing", "Fireball", "Weakness Curse" and so on.

When MP is not viable or too much of a hassle on pirated versions, it lowers the bar for a purchase substantially. I own ARMA3 and FFXIV despite neither titles really deserving my money at all. However, if your game is really worthless I'm still not gonna buy it just for your shit online.

(OP)
LOL that joke XD
[redtext]AHAHAHAHAAHAH[/redtext]
its because the kid is going to die
sage

Honest waifus.

Letting the player have fun instead of trying to prevent him from doing something ingame.

Make the next WC3 with complete custom user content support and a better game list system. Too complicated? Okay, you know Nox by Westwood? Let me relive these glory days and you can sleep on a nice, soft bed of dollar bills.

Cater to my obscure fetishes

A game with nothing but waifus and you can't romance a single one

that's Ar tonelico, almost

Add a cowboy character or level or a revolver. Preferably all 3.

Literally exactly just Pokemon, except made by a competent developer unlike GameFreak.
Note that this entails not making a "better" version of the game every year, so it might cut into profits.

A game with a world as interconnected and "believable" as the world from Dark Souls (the first one). Gameplay should fit the aesthetics and theme, of course.
I don't know how to describe it in a way that anyone can pull it off, but I like things that have an ugly duckling/pitiful puppy element to it. Something that isn't universally adored, but holds a special place in my heart.

A single player RPG that isn't an Action-adventure game with RPG elements. I want a real RPG with choices that actually have an effect on the game world.

a cohesive style always sells a game for me.

badump

Came here to post this. What's the point of asking the opinion of a Holla Forums-user, people here don't buy games and even if they did, it's the niche of the niche. Waste of effort if your intention is financial gain.