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How hard is it to be a successful indie dev? >inb4 mobile
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How hard is it to be a successful indie dev?

>inb4 mobile game devs claim to make real games
Just no.
>>
>>343386573
>successful
Hard unless you're extremely lucky or talented
>>
>>343386625
Luck nor talent have anything to do with why and how "indie" devs of the last 5 years became successful.
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>>343386573

One part skill one part marketing one part luck.

I've been surprised to find some good indie games on Steam that were pretty fun and well made that were released months or years ago and I never heard about them before.

Even getting some big e-celeb to play your game is no guarantee of success. I forgot the game, but PDP or someone played it and it got several million views but the game literally sold like 300 copies.
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>>343386735
Really? Because it sure as fuck wasn't hard work.
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>>343386735
>gamergate
please leave
>>
>>343386735
It literally does.
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>>343386573
Well if you look at indie games today it doesnt take much talent
put some memes in and go
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>>343386573
Valve shows that its possible
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>>343386573

What is your skill set?

Programming?
Writing?
Drawing?
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>>343386573
What happened to those shoes, OP?
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>>343386778

Undertale proved you just need to steal music and game ideas +memes.
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>>343386573
>Make a video game
>It's a good video game
>Sell 100k copies
>$10 each
>Steam take 30%
>Make 700k instantly
>Be successful

How hard is that even?

Or you can follow what others do now
>Copy other game's concept
>Polish it to make it look good
>Add Waifu baits
>Sell 5k copies
>$5 each
>valve take 30%
>Make $17.5k
>Rinse and repeat
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>>343386815
Don't forget make trans and gay PCs.
>>
Is there still a market for Yume Nikki style horror/ish rpgmaker games?

I want to make one of those in my spare time and I would like it if I could actually use it for profit.
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>>343387686
>if I could actually use it for profit.
No it won't make a profit.
There was never a market for that kind of game.
Unless you already have a fan base and willing to shill for you.
Or you have relations with """"""journalists"""""" which they can shill for you.

Other than that, just have fun making the game, and watch nobody play it, then cry, then die a little inside.
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>>343387686
>Is there still a market for ... rpgmaker games
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>>343387784
Ok but what if I add sexy waifus?
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>>343387851
Have fun paying for artists
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>>343387851
You're asking random fuckwads on /v/ instead of investigating/looking up demographics, sales numbers, and other various data.

You're not even serious about this.
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>>343387851
like this anon said
>>343388053
Unless you can draw high quality waifus.
But if you could, you would had went to the patreon scam instead of thinking to make a VN here
>>
>>343386573
>>inb4 mobile game devs claim to make real games
What do they make, then, imaginary games? They usually take less effort of course but that doesn't make them any less of a game, even if they're shit. Yes I'm nitpicking, but saying something is not "real" when it's actually just shit triggers my autism
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>>343388526
>shit controls
>aimed at lowest common denominator
>over-saturated market with shit quality control
That said, there are still probably some decent games that make good use of the platform, but it's like finding a needle in a mountain of shit.
>>
>>343386573
Its depends.

The most defining factor is the uniqueness of your game or at least it has something to make it stand out.

If you're gonna make an 2d rpg then unless you stray from the usual cutesy fantasy shieit then your gonna have to compete with a million other special snow-flakes. Most successful indie games in recent memory became a hit due to literally having little to no competition. Of course skill and effort is to be expected in abundance.
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>>343386859
Worn for many, many years.
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>>343386573
95% of indie games (actually funded ones, not just amateur hobby projects) don't get finished.
95% of the ones that get finished don't make the money back, nor get any recognition.

As you can see, the odds are your game won't get finished, and if it does, won't get noticed.
There is no money here. Video games may not be high art, but they work like the arts in that sense. You don't learn to play the guitar to make money. There is no money here. Only a very, very small minority of people who are both talented and necessarily get lucky, only they can turn it into a job, and inspire others into that trap.
There is no money here. If you want to make money, take out a loan, contact Subway and open a fast food joint. Guaranteed returns. Don't get into video games for money. There isn't any money here. Only do gamedev if you enjoy it, and want to do it, and the work itself fulfills you and you are happy to deliver a game that 30 people will like.

There is no money in indie game development. The odds are astronomically low. Terrible investment.
Either do it as a hobby, as a passion, or stay away, for your own good. Notch is an exception, not a trend.
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>>343388526
Pay-to-win grind em ups
OR
Hats

Both are insidious business models.
>>
>those holes

Get your boots to a cobbler, pardner
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>>343389983
But Adam Sandler told me that cobblers steal your identity.
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>>343386573
>inb4 mobile game devs claim to make real games

you clearly have buckets of experience and know what you're talking about
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>>343390018
He's a Jew, anon. Of course he's afraid of an honest job
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>>343386573
Like anything else in life.
Will depend of how you were rised and how your brain works, starting with a 3 digit iq.
>rised like a snowflake to become a hipster faggot
see phill fishy.. and his "game mechanic"
>rised like a spetz natz and drank vodka since you are 12
See the slav dev who made space engine
Now the games
>1 is a shit generic platformer with a "good idea" and nothing more that got prised because of "contacts and good friends"
>the other is a procedual generated space with the size of the virgo supercluster and its still planned to be a full game and people barely know about this
>see all those points???
>every single one is a star system you can visit.
>>
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>>343390127
Real games stand on their own two feet for value. They don't need pay gates or hats, cruches used by the weak and feeble.
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>>343386573
Not hard. All you have to do is latch onto a shite webcomic about a decade before you actually start making your game.
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>>343386573
its hard. Most devs don't realize they need a marketing team so people know your game exists.
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>>343386573
>>inb4 mobile game devs claim to make real games
a lot of AAA devs are starting mobile games companies cause it's a lot of proft for small teams
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>>343386914
Why go out of your way to post about games you've never played? What do you get from talking with yourself about nothing?

Are you lonely? Did somebody hurt you?

I'm here for you anon.
>>
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>>343390682
What disturbs me is that AAA titles spend upwards of 50% of their budget on ads. Where's the sense in that, there'll be no game to play? Nothing but a glorified tech demo.
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>>343386914
No, shitumbrltale proved that you need contacts in the scene and appeal to the present trend.
Like AAA titles prove that you need to spend like 60% of the entire budget in marketing to generate hype, and then kill anyone who disagree using your fanbase and paid shills as shock troops.
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>>343390750
It's cancer. Just cause everyone you went to school with the starts selling smack doesn't make it right.
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>>343390849
Because there is no guarantee that more money spent on a project = higher quality while on the other hand marketing dollars guarantee more sales.
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>>343391083
It's business.

I'm sorry you're so paranoid to think whole world is out to get you.
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>>343391169
Just because you come from AAA doesn't mean you're not making a mobile game. Mobile games have yet to break into the core gaming space.
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>>343391264
They dont need to.
Look at candy crush as an example.
Activision payed a shitload of money for that link 3 to win.
And its a free game...
Everything is not the same.

Remember that shit "gamers dont have to be your audience anymore"?
Where do you think that shit came from?
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>>343391412
99% of mobile games fail or make barely enough money to cover production. Your mobile game is either the biggest thing ever or it's buried in the millions of competitors. The core games market has something mobile developers would love, a little stability.
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>>343391169
Where's your integrity to the art? Money won't buy back dignity. Blood money is still blood money no matter what great games you make with it.
>>
Someone said there is a 1 % chance of being able make a living off of being an indie dev and I think that's about right. I've been trying for three years but my most "successful" game sold around 200 copies. There are so many things that have to go right. Think of it as trying to become a rock star, all the tools are there, just learn to sing or play the guitar, but in the end it's not that easy is it?
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>>343386573
I dont think there has been a new succesful indy dev in the past year apart from stardew dev

And he worked on that for over 5 years
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good luck with marketing and word of mouth
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>>343386573
Its ez

Buy up a few sewing machines, have full screen pop up ads

Hire a few chinese staff (They cost less then the electric bill)

And you have yourself the next clicker hit
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>>343391524
Being a flavor of the month here is not much, but what in that normie market?
You will get at least 200k downloads if the flavor is good enough.
That is enought to cover the development of the most simple to create shit you can throw to them.
Making games for mobile was hard in the iphone 4 era, because only a few phones were capable of doing 3d and shit, so the most popular games were 2d, emulation or just pure copies.

Now, with phones more powerfull, look at the chinise brother of splatoon, except from the animation quality and the physics engine, wich are lower because they are jews with narrow eye lids, its almost the same game.
But what about that abortion of platforming when you are just a square box and when you tap, you jump, and you need to avoid obstacles, thats all the game. you can do that in exel in a few hours, and its still a very popular game.
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>>343391673
Toby Fox
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>>343391895
You cant get into the top 500 lists and get seen without paying chinese rating farms at this point

More then 2000 apps released a day
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>>343391592
>making games on a different platform
>blood money
I can tell you do nothing but play games all day for most of your life.
Go outside.
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>>343391895
Fuck you Geometry Dash is fun
>>
>>343391974
that took him years too
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>>343391895
>You will get at least 200k downloads if the flavor is good enough.
>That is enought to cover the development of the most simple to create shit you can throw to them.

Very few games get that many downloads unless they are free and free games make you nothing.

The one thing a higher processor and increased graphics can't do is make the screen bigger, which is why core games will never be played on mobile unless there is no other choice.
>>
>>343386787
>automatically assume it's about gamergate
What the fuck is wrong with you?
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>>343391627
Piracy doesn't help. Too many gamers don't respect devs.
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>>343392041
But... was hard to develop?
Its mario, with forced movement, no graphics and the levels are based on speed and timing.
Its the most basic shit you can make, and still was a very good idea.
Same with candy crush, a copy of doctor mario, wich was a poor copy of tetris.

As a platformer is an abortion, maybe if that kind of games gets its own genre, but as a platformer gets boring after a few minutes, and you dont really control anything, will be more like a jumper than a platformer.

>>343392156
Thats when an army of bots and some "friends" come handy instead of doing a marketing campaign.
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>>343392015
I can tell you're a money grubbing whore who gladly sell gambling games to kids.
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>>343391627
Better work as a regular person, save money, buy houses and live from rent.
>>
>>343392396
fuck those stupid kids, the sooner they learn gambling is bad the better.

It should be their parents responsibility to teach them , not mine.
>>
>>343391627
>my game doesn't sell
>doesn't post a link
post the game faggot
>>
>>343392237
a lto fo them do.
I've pirated samurai gun. Played it with friends, we loved it. But the full price is too much for a game like that.

Bought the OST tho, since it is too fantastic.
>>
>>343392047
Hey dude I was just answering your question about succesful indie devs of last year
>>
>>343392396
I've played texas hold em as a kid a lot for cookies.
We all turned out fine.
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>>343386573
Statistically you have ~99% chance of absolute failure
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>>343392306
>Its mario, with forced movement
Jesus christ don't tell me it's the first time you hear about the "runner" genre
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>>343392950
I dont like platformers and those kind of games, so yea, you just told me that it has its own name.
I rarely play on my phone, and when i do, i emulate nes games.
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>>343386573
You must went full SJW Twitter Facebook Tumblr normie activist to became succesful dev
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>>343393115
You should try 10000000 and You Must Build A Boat. B2P, cheap puzzle games, very fun and no microtransactions whatsoever. That should maybe change your mind on mobile games.
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>>343392947
That's why people who work on Art fields don't bother with statistics, it's passion and hard work that matters. Guy who made FNAF and undertale guy for example had passion for creating, of course there's lot of luck involved, but also that fire of creating something.
>>
>>343392880
I'm talking about those online casinos aimed at kids.
>>
Age of Decadence dev actually posted a 5 step plan for wannabe indie devs yesterday that's p interesting.

http://www.irontowerstudio.com/forum/index.php/topic,7211.0.html
>>
>>343393301
>"you must went"
>buzzword overload
>out of nowhere attempt to derail thread

>>>/pol/
>>
>>343393512
Isn't he the guy who took a decade to finish his game?
>>
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>>343393301
Hahaha I love that game. Used to play it with a mate and my brother when he slept over. Oh the memories.
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>>343393607
Can't have Decadence without Decade.
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>>343393407
>change your mind
No.
For me is simple.
>simulations
Yes
>games
Depends
And inside games there are:
>2d
No
>3d maybe
and inside 3d there are:
>arcade versions of a possible sim
>Fps with decent physics and hitboxes
>build your autism (pic related)
Yes
>the rest
Mostly no
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>>343393634
Did all devs start as people disgruntled with current game trends?
>>
Is there a successful indie game that doesn't pander to autists or some kind of retards?
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>>343393542
>out of nowhere

Dude look at Toby, he got success because he was gay activist
>>
>>343393796
Ah, there you are.
Did you make a tutorial on how to make those legs yet?
>>
>>343393814
Hardly. Especially nowadays.

Most people are just in on the mobile fad to make a quick buck. There are even forums where you can hire Indian dudes to program game clones for you, I remember it being especially popular during that flappy bird craze.
>>
>>343393814
nobody starts game development for that reason (at least anyone who lasts past on week)
>>
>>343393820
He got success before revealing any such thing.
Fuck off any time now.
>>
>>343386779
It does envolve hard work

They are usually a one man team

its really hard work to create an entire game on your own
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>>343393884
Im still finding ways to make them more lightweigh, and also how to avoit the shit collapse by its own weight (look at the damage in its feets).
But also got distracted in making a working centraedi pod, wich is way way harder because vectorial thrusting.
>>
>>343394265
>its really hard work to create an entire game on your own
STOP

RIGHT

THERE
>>
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>>343394328
CRIMINAL

SCUM
>>
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>>343393820
Disgusting. No wonder I hated undertake the first 5 mins of gameplay. Nothing but Pokemon with stupid minigames and ear bleedingly awful music.
>inb4 oldfags call me a generational newfag with no taste
>>
>>343394141
but that's exactly why they started making aod, and they've gone 12 years or so now
>>
>>343392947
this is such a dumb statistic
no writer expects the first thing they write to sell
no musician expects the first song they make to sell
but people expect their first video game to sell and give up when it doesn't and cite that statistic as why
if you want a good chance at being successful you need to be commited to your craft for 5 - 10 years realistically
>>
>>343394590
It's true though.

You've pretty much got a 99% chance of failure as a musician or writer too.
>>
>>343394590
>effort = success
you are a retard
>>
>>343394663
like most statistics, it's true but misleading, it implies that no matter what you do you only ever have a 1% chance of success
If you commit yourself for 5 to 10 years like anyone who's serious about it should your chances are probably around 50%
>>
>>343394590
Getting into writing or music to make money is equally as retarded as getting into vidya for that purpose.
The arts don't make you money. Only a very, VERY small minority LUCK out into becoming industry leaders and get rich. Nobody else.
>>
>>343394740
No success is being able to make a living selling what you create, and you need to put effort in for that to happen unless you get lucky
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>>343394663
It's at times like this I like to quote this bald dude.
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>>343394807
>The arts don't make you money
they do if you're good at it although its probably easier to succeed in video games than writing or music these days
>>
>>343386573
It's ten percent luck, twenty percent skill
Fifteen percent concentrated power of will
Five percent pleasure, fifty percent pain
And a hundred percent reason to remember the name
>>
>>343394770
>>343394919
Persistence doesn't guarantee success in the arts.
Ability doesn't guarantee success in the arts.

Why do you think the biggest cult favorites are low budget underground acts?
Because there are many very skilled, very persistent people who never succeed. Success is a function of LUCK in the arts.
There is very, very little success to go around, and very, very many people attempting to succeed.

If you get into the arts for money, you have mathematically proven yourself to be a complete and utter moron.
>>
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I can make games, but I don't know what people want/will buy
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>>343395109
Make what YOU want, dumbass.
>>
>>343395130
I AM, btu I need something to sell too
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>>343395214
You've got two of a couple of organs. Just sell one of the pair.
>>
>>343395086
what's success to you? being the author of the most popular breakout hit and becoming super wealthy? maybe it doesn't apply to the less popular arts but if you're skilled and persistent it's pretty easy to get a decent job as a game developer
>>
>>343395274
The thread is about financial success.
You can consider yourself personally successful if you write comics that 60 people check out every month, but thats not paying the rent.
If you want money, don't be an artist. All arts pay shit for most people. Yes, you are most people.
>>
Just make more management or city building games, the niche community for these games is always thristy for more
Like Banished, Planetbase, Dorf Fort, Rimworld, and so on
>>
>>343395390
making 50 - 100k a year is normal for a skilled game developer working at an average studio
>>
>>343395214
Sell your game when it's well executed. In the meantime work at Micky Ds.
>>
>>343395484
A skilled developer working any other IT job makes more money, for less work hours, with less stress.
And what you say isn't true for the "indie dev" case, this is only true in established studios.

Basically you are stretching the definitions of both "indie gamedev" and "success", and you still fall short.
>>
>>343391871
I did this

It gave me some coins until the clicker was banned in google
>>
>>343395274
As a self proclaimed dev, I'd say success as an indie is releasing a well received game that makes you enough to cover for the next game or more (not all games succeed). Rinse and repeat.
>>
Got a degree from The Art Institute for gayming. Spent 4 years trying to find good work. Moved about 20 different times. Went from the east coast to the west coast back to the east coast. Best I got was a gig at Epic. Was let go when the project we were working on wrapped up. Spent another few months trying to find work. Ended up moving back in with mom and dad to flip my credits into a nursing degree. Still trying to dig out of crippling debt from school and not working for so long.

Moral of the story? Don't follow your dreams. Do what pays the bills.
>>
>>343395594
is it not reasonable to define success as making a living doing what you want to do? so what if an IT professional makes more money? you don't get into creative fields just to make money
it's harder in indie of course but i still maintain that if you have the 5 - 10 years of real experience you have a 50% chance of making a living off it
>>
>>343395863
post some of your works
also
>The Art Institute for gayming
>>
>>343395985
>waste your 10 best years for a coin flip to either be mediocre, or go deep into debt

No, making a living isnt success. Its mediocrity. Success has other implications, and to reach them in any art you need to lower that 50% figure a few thousand times.
>>
>>343395993
I went for this back in 03. Not a ton of options at the time.

Don't have any really to post. I got some stuff burned on DVDs in my "hopes and dreams" box but that's in my mom's attic. My name is in the Gears 2 credits but i'm not really about to out my real identity esp since i'm in nursing now and with my name you could submit a formal complaint about me to the board of nurses.
>>
>>343396123
>>343395985
Honestly, the best dev plan is just going into regular software development.

You make a fuckload of more money and you won't have nearly as much crunch time. If you want to make a game you can do it in your spare time or get into it when you've saved up enough to get by.
>>
>>343396123
>No, making a living isnt success
most creative people would consider making a living doing what they want to be a success
>and to reach them in any art you need to lower that 50% figure a few thousand times
can't speak about anything other than game dev but if you think it's so low and effort has nothing to do with it sounds like a pessimistic projection on your part
>>
>>343396230
Making games after work is not viable tho.
I did that for over a year and made little progress. After 8h of work you don't have enough energy left, simple as that.
I did save enough money though to live off it for a year though.
>>
>>343396396
I know

It's still your best option
>>
>>343396230
nobody has the energy left over to code at home after doing it all day at work
regular software development is where you go when you give up
>>
>>343396283
I am a game developer. I don't do it for the money. I can make five times as much money starting next week if I wanted.
Thats the fucking point. You don't go into the arts for money. There is no money here. You don't make money making games.

I think you are wandering aimlessly. If you really, genuinely feel like what you just posted is your view, do go back to where we started this discussion and read what you wrote there, earlier in the thread. You are adjusting your definition of success to try to avoid waving the white flag.
But if you do actually mean it, if for you success is a mediocre life while making video games, then yes, you can do that. I do that, many tens of thousands of people do that. Just don't expect to eventually "make it". Almost none of us will make it. Mediocrity for life, and hopefully thats enough to make you happy.
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>>343396193
Sounds like someone's been stealing drugs from the old people again.

Hey?

Anon my friend?
>>
>>343396452
my definition of success isn't just making enough money to get by, but for most creative people struggling to get by and do what they really want to do, I think that's success for them, I never implied anything otherwise
If you're so pessimistic about being mediocre why don't you just quit?
>>
>>343396652
Pretty much, spiteful ex boyfriends do it to my co workers all the time
>>
>>343396432
You are right about the "make your game after work" part being the best option, but that work should not be regular software dev. Something that doesn't mentally exhaust you should be better, like physical labor, though I do not have personal experience there.
>>
>>343396732
the only person I know who works and game devs at the same time works at a gas station night shift and brings his laptop to work
>>
>>343396667
Did you do what I asked you? Did you look how your "opinion" has evolved in different ways for you to avoid admitting you are wrong? Its important.

I'll state the same claim I've maintained throughout this thread.
If you enjoy making games, and don't expect to make money in the process, go for it.
If you want to make money by making games, don't. There is no money here.
>>
>>343396732
Depends on yourself and what you work with. I personally don't since I'm a lazy asshole, even though my work is basically just browsing 4chan all day, but some of my friends have some pretty shitty jobs but still fuck around with gamedev for fun. It can let off steam given the right mindset.
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>>343396802
That sounds pretty cool actually, as long it's not too busy at that particular station. Too many interruptions ruin it completely.
Allegedly best time for dev is night.
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>>343396667
You taste bitter and salty. You need need to drink more chocolate milk friend. Lighten up & follow your dreams.
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>>343396849
well I started to talk about professional game devs because I forgot we were talking about indie but I don't think my definition of success has changed
If I didn't make money by making games I wouldn't do it, but I obviously wouldn't do it if it wasn't my creative passion either
>>
>>343397063
>but I obviously wouldn't do it if it wasn't my creative passion either

Good. If this is true, your earliest posts don't do a good job showing it.
There is no reason to be in vidya dev unless you enjoy video games, playing and planning them, and writing code, solving problems, thinking analytically and abstractly.
>>
>>343397206
You just assumed. I was criticizing your own pesismism about 'making it' and being medicore. Acting like anyone who tries is statistically doomed to failure. Not everyone is going to be Notch but I haven't seen anyone with persistence I know fail just because the cards were stacked against them
>>
>>343397402
You won't "make it". You are statistically doomed to "fail". The cards are stacked against you.
The only way to succeed in being an indie gamedev is to change the definition of success to fit your situation. Thats what all artists do, thats what I do mentally.
You fail, and you tell yourself its fine, because you are enjoying this failure more than succeeding in other, unlikable for you ways. You still fail though, in the eyes of everyone, and objectively speaking, and most fucking definitely financially speaking.
>>
>>343397649
Society's definition of success is the problem here.
Your work becoming a hit and raking in millions is an unreasonable goal for most of us in any field.
>>
>>343398236
In business terms.
Remember we are talking business.
And gaming is an industry, its not the early 80s when people gather on a garage to share what they discover to deal with X or Y
(untill jew gates and steve jew went full muh secret to make money) and ripped the whole shit appart.
>>
>>343398236
If you develop from 19 do 22 each evening, success fits your idea.
If its your job, and you invest your whole day, and your own money to fund it, then the expected and likely return doesn't qualify it as a success.
You won't get enough money, or recognition, or fame, or exposure, or critical success, for it to be considered "successful".

And if you look at it as a job, it is most definitely a bad job, and not a successful one.
Time investment, stress, risk, all things considered selling hamburgers as a mercenary for some big brand is a better job than indie gamedev.
>>
>>343399414
>And gaming is an industry, its not the early 80s when people gather on a garage to share what they discover to deal with X or Y
game developers collaborate and share knowledge all the time retard
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>>343399556
But all those other jobs won't satisfy your love of games. No matter how much you earn, you will never feel the satisfaction of creating something as beautiful and personal as a game.
You will be doomed to play mediocre games until ur demise.

To quote a guy, "the perfect game is a rare thing. You could spend your whole life trying to make it, and it would not be a wasted life...."
>>
I want to dev but it's a death sentence. I'm stuck with programming as my day job, and doing what little game dev I can during my free time. Which amounts to fucking nothing and I still need to learn more skills to finish anything decent.

Life is suffering .
>>
>>343400093
Stop bringing up love whenever we talk money Those are different things, as stated 50 times in this thread.
Every post says so, every post you respond to and argue against it admits it, and you still try to shovel your way through the objective, factual, known, eternal, predicted by Nostradamus and recorded in the bible honest fact that indie game developers don't make money.
>>
>>343400498
That's a matter of opinion. You just gotta believe in yourself. Control what you can control & make time for making games. You'll be happier for it.
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>>343401067
Forgot the pic
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>>343400498
>>343401162
>>
>>343400763
I think you mean YOU dont make money
and it's not even the same person you're replying to
>>
>>343401659
I don't make money, but thats besides the point. You won't either. Only when the planets align is the chosen one born, the one out of 9999999999 indie devs who makes a profit.
>>
>>343401162
>>343401383
Great meem bro!
>>
>>343386573
Wanna be a successful game dev? It's actually quite easy! Make a gimmicky, wacky controls game with "quirky" humor and target it directly at manchild YouTubers such as PewDiePie, Markiplier, Game Grumps, etc. and only sell it for $10! You will make endless profit off of the kids that worship them!
>>
>>343401752
I already do, stop projecting your fatalistic pessimism onto other people, literally everyone I know who's stuck with it for over a decade has found some form of success
>>
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>>343401793
Thx m80

I drink blech
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>>343388526
>miniature golf is real golf
>>
>>343401973
"Some form of success" here meaning "not actually successful".
You are altering the meaning of success to make yourself feel successful, and its sad.
>>
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>>343401973
How are ur curls goyim? Oy vey

Oh look, I dropped a penny.
>>
>>343402431
what do you consider success if you think you can tell other people they aren't? What if someone is an artist who makes games and they do contract work on the side or run a patreon or something. Are they unsuccessful?
>>
>>343399952
Now devs are chained to what the hardware manufacturers lend to them or what they force them to use, most of the stuff is propietary shit, so no, they dont share shit, because there is no profit in it.
Do you see Opengl being a thing?
Vulkan?
Anyone remember?
No, its jewvidya and dx forcing everyone to use whatever they want.

But please, give me an example of this sharing you are talking about.
>>
>>343394328
it is a lot of hardwork though. not physically strenuous but mentally exhausting
>>
>>343386573
If it's a game just made by yourself with as less money spent as possible, then even if you sell 100 copies it's gonna be a success. Then you can build up your popularity from that.
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>>343403948
This was done by a single slav.
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>>343404213
And this was made by a studio.
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>>343403886
>Do you see Opengl being a thing?
what is that supposed to mean? are you implying people don't make games on OpenGL?
game DEVELOPERS collaborate with each other all the time. I wouldn't consider Microsoft a game developer. People are just as chained to the hardware as they were in the 80s. Probably less so seeing game developers actually have more of a say now in how hardware and drivers are developed than they ever did. You're confusing /g/ level tech zealotry with actual development. Even when hardware manufacters are jews as they frequently are, developer collaboration is as strong as it ever was. Not sure what kind of example you want here. I could say go watch some GDC talks but they're mostly garbage anyway
>>
>>343404213
True Slav genius is mayonaaaaazzzz
>>
>>343404402
>are you implying people don't make games on OpenGL?
Read again.
>being a thing
Like direct draw is.

>You're confusing /g/ level tech zealotry with actual development.
The hardware an the low level programming dictate the rules, not the software creator, they just suck their dicks because why spend money on develop our own drivers, our own engine and even our own assets? its cheaper to buy licences for everything.


>Not sure what kind of example you want here
Examples of software technology (solutions to X and Y) created and shared by a game dev studio, not by dx or jewvidya gayworks, or sold as a licence.
>inb4 quake engine is everywhere
they buy some sort of licence for that, and for everyting else too, sound engine and physics engine.
>inb4 physics engines like havok
Its a licence too.
>>
>>343405015
>Like direct draw is.
it is a thing like direct draw. it's used to render 3D in tons of games. what the hell are you talking about

The low level programming has always dictated the rules since computers were invented. Nothing's changed. And yeah, John Carmack makes his engines open source after a period of time, no license required. Physics engines? Bullet is free, open source and used successfully in movies and games. OpenAL is the audio equivalent of OpenGL. Do you have any idea what you're talking about? There have never been more free options for game development than there are today
>>
>>343405470
>there are free options
>like 90% still pay for what could get for free
>gee i wonder
>
3
>>
>>343405921
The only people who pay for middleware are amateurs looking for a leg up. Your aforementioned 80s programming heroes who know their shit still program everything themselves. It's not like middleware forces you to buy it anyway. It's not like linux where the only realistic option is proprietary because the open source versions a piece of shit. I'm using the same bitmap font renderer that Naughty Dog used for their games, for free. Stop talking about things you know nothing about
>>
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>>343406336
>Stop talking about things you know nothing about
Are you OP?
>>
>>343404213
how does that prove me wrong?
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>>343386573
Know this?
This sales 100k copy on Steam at 3$, that's 300000 dollarydoos for a snake game.
>>
>>343406927
>How hard is it to be a successful indie dev?
If you are OP, you are forgetting what ive already told, its a business circle, an industry, you need to break the market to "be successful" and the industry dosent want anyone fucking his shit up, thats why the name indie.
Why not just forget who the fuck made the game and see it as what it is?
Who put that barrier?
Think about it.
You want to be sucessful?
Follow megajewman steps and his blunder number 9.
otherwise you wont, because you are not in the "club"
Dont have anything like the megaman name to scam people into buy shit games?
you are fucked.
is that simple.
If you want to learn how to make a game, do it for yourself, not for the dosh.
Make good games jew, not a business sucess.
>>
>>343407045
less then 1% of steam games reach 100k sales

the new zero escape is beloved had a marketting budget and sold 4k...
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>>343407595
im not op and you seem very confused, read what you are responding to please
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Somewhere along the line video games started being made by fags who hate fun and/or accomplishment. Indie devs consist of some of those people, but generally indie devs are people who actually want to make good games. Forget how hard it is.

FOLLOW YOUR DREAMS
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>>343407820
>less than 1% are original ideas or at least good ones to make the game enjoyable
Ftfy.
Make a clone of streets of rage, but with a tumblr stereotype fighting the patriarchy and you will be millionare.
>>
>>343386778
It was "I am Bread" or something like that.
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