In the world of game design... Or I guess, in everything in this world (as much as I often wish it weren't true) we are limited by our money. Sometimes you can overcome money in a design sense, but (sadly) a good skillset is not the primary path to success, especially not for an indie developer. The way to become successful in this market is by the use of money. Pay for ads, PR Marketing, etc. and you might get that money back and more. It's not guaranteed, but it's possible. And the key to being successful with that route is basically just making something people notice as extraordinary right off the bat. It's to make sure that when people see that piece of your game that's being marketed, that that is what makes it shine, and shine among the rest.
Sadly, though, this doesn't really leave much room for aesthetic creativity, and this kind of marketing might just not work for all games. Even games that would otherwise be incredible, if only people would give it the time. This fact is often seen in MMO's or other games that make CG trailers for the game that are actually a lot more interesting than the game might actually look. They do this because it's quite hard to win a player with any one presentable portion of a normal MMO.
The Disbanding Communities
In the world of game design, you hardly see too many extremely successful developers assisting and contributing to a larger community. And I think this this might mostly be caused by the thought that doing things for free will ultimately just be a total waste of time. I've realized, though, that this isn't exactly true. Actually, it could very well be the opposite. You see, I've set out in my design path to create free content that would otherwise be quite costly, and simply because I don't think it should be costly. Not to offend those that spend their hard work and time doing those things, perhaps maybe it is just easy for me... But I'd like to share an example of what I mean here.
- Pixel Art Effect
- Cel Shader
- Pixel Art Outline
It took a while to make, yes, but I didn't make it for the purposes of selling it, still. I made it basically just because it's cool. And for the fact that other people will be able to use it, and make cool things with it. And that's also why I make all the other free content here. I realize that it may be a bit of a longshot to become successful at what I do solely because of these small things I do, but I do think that, in the end, it will help a lot. Not because I think it could make me money, but rather because this gives me a nice medium to make connections. Which may seem odd at first, but that's until you hear of my plan.
Connections = $$$
For, you see, lately I've spent almost all of my time working on Forgers Tale...
A title I've put off for quite some time is finally going to be reinitialized under a brand new theme, direction, and everything. It's completely different from the original (partially because I'm actually a really good programmer now, not to brag or anything ^_^) and is reminiscent to The Legend of Zelda and Dark Cloud 2. By description it may seem a bit similar to my original ideas (If anyone actually saw any of that), but it's actually a LOT different.
Okay, so the reason why I brought this game up is because of the way I plan on marketing this game. And that is basically by hitting markets that have previously not been hit by enough titles to have to really compete with, and expand from there, but even past that point, market directly to the hands of the gamers in only one way, by the use of paying people to create lets plays.
Forgers Tale is a work that comes strait from my heart and has been on my wish list for development for some time since I've started developing, so I want only to see people enjoying playing it, the same way I am enjoying making it. With mechanics that focus largely on interaction with other players, and less combat-centric themes (Like playing instruments), I hope that my game can cater to multiple kinds of gamers. We'll see though.
Both personally and professionally, I really believe that indie developers should just focus on making something they like. If it sucks, and doesn't sell well, then who cares? A creators goal should never EVER be just to do it for the money. We have enough Zynga knockoffs for that.
See ya! :D
Also, the Pokemon Fan Game Engine got updated last night, so if you haven't checked it out yet, you definitely should!