For this last part about mistakes that I see the Indie community make, I turn to something that has become more of a personal nitpick for me. And I get a chance to let some frustration out at Indie developers at something that a lot of them do: Go Dark.
The Indie market has grown considerably over the last decade and part of it has to do with the change in how games are being sold. We’ve gone from store shelves being a must to digital store fronts with infinite space for all the games available. This has lowered the barrier of entry for indie and AAA game designers as they are now able to put their games in front of millions of people without any of the fuss of the old days.
But the change in markets has also led to a change in how to sell games and something a lot of indie developers and even older developers need to learn about.
For this short series I want to focus on some of the common mistakes I see indie game designers make. As we’ve talked about, Indies have the advantage that they are working on their own without a publisher intervening. However this means that these developers have no one outside their fan base or themselves to examine their games and this can lead to some rookie mistakes making their way into the final product. And for this part, I want to talk about control schemes that don’t make sense.
Wrapping up this series, I want to take a look at crowdfunding and early access. While sites like kickstarter and Indiegogo have been around for a few years, crowdfunding really took off in 2012 thanks to Doublefine. Since then, the Indie market and the game industry have certainty been affected by giving developers a new source of income and fan base.