Best route to riches? one big game, or lots of quick simpler games?
StormyStudio
United KingdomMember Posts: 3,989
Thought I'd ask the question that springs into my little mind now and then. Especially as I'm in the early stages of making a 'Big' game.
What do you think is the best way to strike it rich in game development using GameSalad?
Make lots of little games, that maybe take 1 or 2 weeks. In the hope of earning enough through small sales, but with the chance that the odd one might get some decent sales.
Or a game with lots of tailored graphics, varied levels, well designed menus, story, ending, credits etc etc. A game that might take 6 months to make. With the hope that it will become a much bigger success and the sales will blow the competition away. Though you risk tonnes of effort on a game that could be a complete flop.
I'm currently of the 'Big' game theory, but that is partly just because I want to make games I can be proud of. That said, I'd probably be proud of a smaller game once its on the app store and selling alright. (Though any time I've tried to make a smaller game, I get carried away, it grows and grows, until I either get bored of the idea or I'm still working on it now).
Edit: I was going to add a mixed answer to the poll, work on a big game when you get bored make a little game and go back to it...but I thought it might ruin the voting a bit...
What do you think is the best way to strike it rich in game development using GameSalad?
Make lots of little games, that maybe take 1 or 2 weeks. In the hope of earning enough through small sales, but with the chance that the odd one might get some decent sales.
Or a game with lots of tailored graphics, varied levels, well designed menus, story, ending, credits etc etc. A game that might take 6 months to make. With the hope that it will become a much bigger success and the sales will blow the competition away. Though you risk tonnes of effort on a game that could be a complete flop.
I'm currently of the 'Big' game theory, but that is partly just because I want to make games I can be proud of. That said, I'd probably be proud of a smaller game once its on the app store and selling alright. (Though any time I've tried to make a smaller game, I get carried away, it grows and grows, until I either get bored of the idea or I'm still working on it now).
Edit: I was going to add a mixed answer to the poll, work on a big game when you get bored make a little game and go back to it...but I thought it might ruin the voting a bit...
Comments
As you know, I'm working on a platformer - a fairly major project - as well as the major project, my adventure game; but I'm sticking with these and won't let go till they're both finished.
It's difficult to give a definitive answer though, I think; for those of us who take 6 months or more on something major just has to keep fingers crossed and hope that all of those months of work won't be wasted! :-)
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
Bumps was a big game and did very well.
Goo was a small game and also did very well.
Our new one Running Wild released just before Xmas was the best and also the biggest game we've made coming in at just under 3 months work and has only made a handful of sales so....it's really hard to tell tbh.
It really is down to luck imo so do both and hope ya big game gets a feature and some nice press.
Darren.
Like you said, you want to make big games you can be proud of ... well unfortunately, a big game to an indie could be catastrophic unless featured by Apple. Big game companies have marketing pull power, we have nothing! That being said, you still want a showcase game and something you dreamed of making right? With that being said im taking upon this approach;
Work on a big game
When i reach boredom, lack enthusiasm, need some fun .... i simply start a small game project.
The problem is, i think a lot of the market are casual gamers based. Therefore, they dont necessarily want to play a long winded game, follow a story etc, they may just want to pick up a fun game for 2 minutes at a time whilst waiting for the bus!
However, i still think big games have their place and if they are a success will get you more sales and reach further heights and probably stick around the charts for longer!
So, unfortunately, i cannot answer your poll as i need an option for both!
I didn't add the 'small and big games together' as an option to the poll as I thought everyone would vote for that rather than consider big or small games.
:-)
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
I can imagine someone sitting down with an ipad for hours on a comfy sofa playing one game, but on an iphone like beefy says 2 minutes and I'm ready for my train or what ever...
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
Oooh, nice... if only they had GameSalad on the ipad, we could make our games in pure luxury.
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
Basically, you can run GameSalad from your iPad... if it's remotely controlling a Mac.
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
how is it different to 'LogMeIn' which lets me control my desktop from my iphone....? Showing you the whole desktop etc etc...
is a VNC Client different?
http://itunes.apple.com/us/app/logmein-ignition/id299616801?mt=8
A new Mac comes with VNC.
System Preferences --> Sharing --> Screen Sharing --> Computer Settings --> VNC
I am hoping to do this full time soon. My strategy is to make a moderately large number of simple kids apps that I can pump out quickly. I will work on these when I need a break from larger projects. I will make sure that any kids app I put out is of a quality I can be proud of, but kids usually prefer games with simple controls and a simple uncluttered interface. This usually means quicker programing and art. I will try to make some larger games that I like and some larger games that I think will catch the eye of the pop-culture loving youth (another words I will "sell out" a bit on a few titles).
I hoping that some of the titles and icons of my pop-culture games will do decent on their own. I am hoping the kids apps will bring in a few dollars a day. And I am hoping that some of the bigger apps that I like may get featured by apple. But I don't want to be dependent on apple for my income.
I also plan to adopt googles mantra of "don't be evil." I may sell out a bit but I will not make overly violent games etc.
Here's an example for you. Dark Woods, I worked on and off for a year on that game. I had to shelve it due to issues with GS, but was finally able to finish and release it.
I also made a game in less than a day that was a kids educational app.
You probably know where I'm going with this, and yes, the educational app did better than Dark Woods.
Something to consider!