Are we in it for a quick buck or because we like gaming

Discuss game development design and post your game ideas

Post » Mon Apr 07, 2014 5:09 pm

Honestly it is a cross between them sometimes. The game you really want to make may require a lot more resources (money, time, etc...) than you currently have. So if you have time to make some simple games that are following whatever the current popular trend is, then you may be able to make enough to get yourself to the point where you can make the game you want.

The other side of this is that you often don't have the skills when starting out to make your dream game. Creating multiple small projects is a great way to get your skills there. And if you are already making smaller games, why would they not try to put them up on the markets?

Though it does have the possibility of causing more flooding of lesser quality games. I also think it means those games that are well built and polished will stand out even more in the sea of mediocrity.

Just my 2 cents...
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Post » Mon Apr 07, 2014 5:47 pm

I have made three games all on android

whilst none of them are going to set the world on fire i am proud of them and the fact that after years of talking about making games i have finally been able to make them.

I have used these as a learning experience and have now started to work on a bigger project
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Post » Mon Apr 07, 2014 6:00 pm

Sandly it tends to be a double edged sword. I for example have like 5 games in development. One of which is actually FOR work. The others are personal/fun games. (like the quicky chocolate hearts eating day which I made to mess with a few friends and made it available here in the arcade)
The "For work" game is in need of some implementations to make it to the social aspect of the market although, as a game, its already working. I wish I could just post it for everyone to play since I had a lot of fun making it.
Sadly this one depends on "boss decision".
My games don't ... and I can post all or part of them when I feel they're playable enough that I can get a helpfull feedback that will aid me in polishing them further like many "blog like" development posts I've seen around.
The fact is however at some point I'll need some way of paying for the time I'm investing in them not because I'm out for the money but because otherwise with my current life priorities the game will take second stage which for the artist/creator in me is unacceptable. I support plugins and projects that aid speed up this process like spriter and such which become real assets in production.(tho personally I like animating frame by frame everything I can)

To me its a matter of perspective and as always they'll always be ones who make it "for art's sake" and some who will try to exploit a market.
Freefall Bird
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Post » Tue Apr 08, 2014 12:23 pm

I think the dream is to be able to make money doing what you love in a career that is entirely your own, not having to answer to a boss or something. People naturally are curious about monetizing and ads and making a quick buck because they want to dip their toes in the water. Most know that they will spend more on C2 than they will make on their first game. As for me, I'm dreaming big, but I wouldn't ever dream of monetizing or selling a game until I'm satisfied with it. I think it's too shameful to release a half-assed app with ads enabled or anything like that. You won't see me release unless I can personally assure you of its quality, and I may be a year or more away from such a release, but it'll be worth it when I get there.
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Post » Wed Apr 09, 2014 2:06 am

Of course everyone likes making games and playing them, otherwise they wouldn't be here.. Right?

It's just awesome to actually make money doing something that you love --
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Post » Wed Apr 09, 2014 4:18 am

I got two words: Flappy Bird.

That should be enough. Let me elaborate though.

For such a simple and dare I say fugly game it has raked in tons of cash-money. There are other similar games that have also got massive amounts of downloads from Google Play...

Being that we operate in a market driven economy (mostly) it logically follows that the market decides what kind of games succeed - monetarily = get loads of that good cash-money.

That being said - a game being good is completely subjective. Simple games can be good, complex games can be bad. It doesn't matter much. What matters is...

good games don't always make tons of cash-money
bad games don't always make tons of cash-money
sometimes good games make tons of money
sometimes bad games make tons of money


For what I'm looking for is getting to make awesome games but I realize that I may have to make a few mediocre ones first to get the process down pat. And also I'm looking for a source of income to get me there. Money is what gives artists like everyone here the freedom to create what they want. (imagine how much more one can accomplish if one doesn't have to slave away ones precious hours to an employer [making that employer tons of money]) :D

And it brings me great joy to create something. :)
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Post » Wed Apr 09, 2014 7:57 pm

Mancini wrote:good games don't always make tons of cash-money
bad games don't always make tons of cash-money
sometimes good games make tons of money
sometimes bad games make tons of money

Bad games are easier to make than good games.
Therefore, the logical conclusion is that you should make bad games.

But we all know it's not so simple, right? Well apparently not, since like OP said, most beginners ask how to integrate IAP before they ask how to make a player jump.

I don't know what to say. I agree with OP.
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Post » Thu Apr 10, 2014 5:47 pm

I'm on the same boat as most of the other responses here.

I work full time doing database consulting but would love nothing more than to make my dream games all day. But with life costing so much money it is hard to just jump and do that, and it is even harder to try and balance my full time job with trying to make a full fledged game on the side...and keep the girlfriend happy all at once.

That's why I like the idea of smaller games monetized to try and bring in a steady (but small) amount of income to warrant the extra time put in to make more games.

Also my biggest thing is the fear of failure. It's easy to pump out small games and if they don't do well it's just..meh on to the next. But when you commit to a large game and then no one buys or downloads it...it's pretty painful.

In the end of the day I think most of like games enough that I wouldn't say we are all just in it for the money. There have been hard days where I wanted to give up but then I realize it really IS my passion and it's almost impossible to give up on that.
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Learn to make a clicker game for cheap!
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Post » Thu Apr 10, 2014 5:50 pm

Djfuzion wrote:full time doing database consulting
would love nothing more than to make my dream games all day
keep the girlfriend happy

Are you me?
I'm a BI Analyst and DBA. We should talk some day :)
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Post » Thu Apr 10, 2014 5:54 pm

Fimbul wrote:
Djfuzion wrote:full time doing database consulting
would love nothing more than to make my dream games all day
keep the girlfriend happy

Are you me?
I'm a BI Analyst and DBA. We should talk some day :)


Haha that's funny! I will have to take you up on that!

Then you should know my struggles of balancing all of it. Especially after a long day of clients calling with database issues and having to fix a bunch of things, then trying to get home and fix some BS iOS issue with resolutions between retina display and regular display iOS devices..lol.
Twitter: https://twitter.com/pudgyplatypus

Learn to make a clicker game for cheap!
https://www.scirra.com/store/games-with ... e-game-666

Try out Pixel Golf on the Scirra Arcade!
https://www.scirra.com/arcade/sports-ga ... el-golf-67

Pudgy Platypus Games website!
www.pudgyplatypus.com
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