For the longest time, singleplayer titles ruled the video game market as some of the biggest sellers. Over the last decade, things have shifted and they are now a risky venture for anyone in the AAA space. While you can have a great singleplayer game, the load has transitioned to the indie space and we need to talk about why that is. Publishers are focusing on multiplayer games, and that’s a big deal for developers.
In light of the reported issues of Mighty No 9’s problems at launch, it was a great pleasure to have a chance to check out 20XX: a rogue-like mixed with the classic Mega Man-styled design. The game has a great chocolate mixed with peanut butter-like design, and while it’s not finished yet, this is a great game to look forward to.
Mighty no.9 went from being one of the most successful kickstarters to one of the worst; up there with Godus for a lot of people. Whenever a kickstarted game fails, it always raises doubt in the platform and viability of crowdfunding. For today’s post, we’re going to focus on some major red flags to help you steer away from bad kickstarters.
Recently, I found myself frustrated with Path of Exile and a poor design decision the developers made. A common mistake I see a lot of indie developers make is not understanding how to gate their game design. Gating refers to the order in which content and mechanics are shown, and is a crucial philosophy to understand.