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Spot on. I would add that there seems to be a focus on original ideas. This makes it harder to sell. Sticking with proven ideas and then slapping a creative twi
by pryelluw 9y ago
Spot on. I would add that there seems to be a focus on original ideas. This makes it harder to sell. Sticking with proven ideas and then slapping a creative twist is a safer sell.
- bitwize 9y agoYeah, and don't get too creative with your characters either. Have a cool anime-inspired protagonist with a unique look? Don't use him. Your name isn't Hayao Miyazaki, and the player base can't relate. There are probably hundreds of Joe McBuzzcut models in your favorite asset store you can tweak to purpose. Also, don't forget to hire a sweatshop full of eager kids fresh out of high school or junior college and make them work 60-80 (or more) hour weeks for peanuts to hit those Christmas deadlines. They probably know more about the ins and outs of the third-party middleware you licensed than you do, since it's literally all they do, morning, noon, and night. Granted, this bit may be difficult on a $85,000 budget -- if you plan on hiring developers from the first world, that is. You could probably hire a team twenty strong from China or the Ukraine for less than half that money and keep them busy for a year. After which you'll have a beta with a few bugs, some of them showstoppers, but still good enough to ship as the final game while you ready a day-one patch. I mean if we're going to regurgitate "industry best practice" into this thread, why not go whole hog?
- pryelluw 9y agoYou forgot to include loot boxes. The game better include loot boxes that turn users into mindless casino players.