Erik Johnson of the Indie Bros joined me to discuss the challenges and considerations of launching your video game. From discussing dates, to avoiding other titles, and of course the PR side of things, there is a lot that goes into pushing that “sell” button on Steam or on your own digital store.
Over the years I’ve had the luck to speak to developers across the spectrum in terms of success. From those who just released their very first commercial game, to experts with decades of experience working in the industry. Their success in the industry is just as varied, and I had to talk to people about how the last two to three years of their life produced a game that no one wanted to play.
Everyone wants to talk about the big successes, underdog wins, and game changers, but rarely do we hear about the failures. For today’s post, it’s time for another sobering talk about the quickest way new developers fail in the Game Industry.
Today’s Industry Insight is on the Dangers of Going Big, or when a studio decides to go all in on an unproven concept. I talked about why there is such an allure of doing this, and the rewards and dangers of doing so.
Game genres feature wildly different skill sets and understanding, and you cannot translate what you know in one to others.
An interesting part of Game-Wisdom is how we’ve really become more of a middle-ground between developers and fans/enthusiasts. Thanks to the site, I’ve been given access to talking to developers directly about their game designs and implementation of mechanics; allowing me to look at design a lot deeper than most people. When you read forums and message boards enough, you tend to hear fans say the same misunderstandings about making games, and for today’s post, we’re going to talk about some of them.