Any game devs here getting blackpilled on game dev?

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Whatevermancer

True & Honest Fan
kiwifarms.net
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May 10, 2020
Look at this shit:
1710101976190.png

More than 14k game released on Steam only in the last year, and this trend keeps up, this number will only grow. Sure, let's assume that 90-95% of these games are trash, but that leaves you with about 1000 worthwhile games, and you will have to compete with them if you want to release a game commercially.
And you might think that this doesn't affect you cause your idea is unique and people will love it, but what if someone else implements your idea while you're polishing your game?

Consider the following: Unrecord, an FPS with bodycam perspective and incredibly realistic graphics was announced about 10 months ago.
What was a groundbreaking idea then is a minor trend now, and there're several games and mods using this schtick, some of them already released and some still in development. Ironically, Unrecord might be too late for the trend that it started.

So, to me it seems like it's over, especially if you're a solodev or, even worse, an enginedev. Cause while you're putting all your soul into a game you're building from scratch, someone else will take an engine and free assets and make something similar. And even if they don't, you'll still have to compete with thousands of games.

But what do you think? Do you agree or are you still optimistic?
 
By your argument too movies are fucked. I think it will be a lot like the 60s-70s where the big franchises will start to slump for not having good new games and developers who are weird fringe an niche will end up getting decent money from big wigs to keep their companies going.
 
I have a more pessimistic outlook towards this kind of thing. When I think of people who make a living through art I think of starving artists. So if you're going to be a dev, prepare to be a starving dev. Maybe one day you'll hit it off or maybe you'll hit it off after you're already dead.

You can also replace starving with "overworked and underpaid".

The danger of passional work is that the people doing it, in general, are more open to being treated poorly, which drives the value of your labor down.
 
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The only reason you should indiedev is if you're absolutely dedicated to making something and putting it out there, almost solely for the intrinsic satisfaction of having created something. If you're aiming for financial success, you'd be better off in the industry (or better yet, a normal, non-game related tech job). If you're shooting for popularity, the odds are also heavily stacked against you, barring you already have connections into the scene and its cliques. The joy of creation is the only thing you have to sustain you.
 
I have a more pessimistic outlook towards this kind of thing. When I think of people who make a living through art I think of starving artists. So if you're going to be a dev, prepare to be a starving dev. Maybe one day you'll hit it off or maybe you'll hit it off after you're already dead.

You can also replaced starving with "overworked and underpaid".

The danger of passional work is that the people doing it, in general, are more open to being treated poorly, which drives the value of your labor down.
I wonder if neet game developers will be a thing in the US . Will we have the same two routes where a neet makes a game they really love or have neets that makes Pokémon with guns because it’s popular.
 
put actual effort into your project and youre better than 90% of the market.
Yeah, I already mentioned that, 10% of the market is still 1000 games per year.

By your argument too movies are fucked. I think it will be a lot like the 60s-70s where the big franchises will start to slump for not having good new games and developers who are weird fringe an niche will end up getting decent money from big wigs to keep their companies going.
How many movies are released every year?

I have a more pessimistic outlook towards this kind of thing. When I think of people who make a living through art I think of starving artists. So if you're going to be a dev, prepare to be a starving dev. Maybe one day you'll hit it off or maybe you'll hit it off after you're already dead.

You can also replace starving with "overworked and underpaid".

The danger of passional work is that the people doing it, in general, are more open to being treated poorly, which drives the value of your labor down.
The only reason you should indiedev is if you're absolutely dedicated to making something and putting it out there, almost solely for the intrinsic satisfaction of having created something. If you're aiming for financial success, you'd be better off in the industry (or better yet, a normal, non-game related tech job). If you're shooting for popularity, the odds are also heavily stacked against you, barring you already have connections into the scene and its cliques. The joy of creation is the only thing you have to sustain you.
Yeah, being a hobbyist seems to be the only real option, but then you're not likely to complete the game of your dreams, cause you just won't have enough time.
 
How many movies are released every year?
Here’s some stats on how many movies released each year.
433CB418-93CB-41E8-AD41-D82B651F5334.jpeg
Before the lockdown there was 800 movies released so a pretty decent amount, I also don’t know if indie films are accounted for this poll. So long story short there should be more movies soon now that indie developers can release more and since the theater system is mostly goyem.

Another thing too is Netflix specials and streaming movies aren’t included and that’s still super popular with people.
I cannot find the numbers on streaming services because they usually hide the numbers.

Although again It’s not known how many games are asset games. Also games are (in a way) easier to make because it requires less equipment and locations to make the medium so that would also explain how there can be so many games compared to movies.
 
What's important is marketing and making your game seem good (whether it's good or not). If you have a good game it means nothing if it is unknown. And even if it is known, it still means nothing if you're not selling people on the look, sound, and idea of it.

So what I'm saying market the hell out of your game, and portray it in the best possible light while you're at it, and don't worry about anything else except making it as best you can. Imo the title & thumbnail art is more important than people think, I scroll past stuff if the name of the game sounds shitty or the thumbnail seems generic.
 
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