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In "Start Small, Stay Small: A Developer's Guide to Launching a Startup," Rob Walling states three wrong reasons to launch something: 1. Having a product idea
by wainstead 8y ago
In "Start Small, Stay Small: A Developer's Guide to Launching a Startup," Rob Walling states three wrong reasons to launch something:
1. Having a product idea
2. To get rich
3. Because it sounds like fun
This and other books on launching your own thing stress that you first have to find a market, then fill that market's needs. In the world of indie games I can't even imagine what that would be.
- Negitivefrags 8y agoThere are even now niches in gaming that are under served, and games in these niches are much easier to market. You can engineer a relatively high chance of success but it requires two things: 1) Actually picking an under served market. Meteriodvania style games are not one of these, there are a ton of game out there fulfilling that need. 2) Really really understanding the audience. You have to know what details of the previous games in the genre were actually important, and what were not which you can innovate in. Even the tiniest details can be super important.
- BigJono 8y agoThe easiest way to find an underserved niche is to find a beloved series that died, or has been on life support for 10+ years with devs that just continuously drop the ball and can't recreate the magic. See: Stardew Valley, Cities Skylines, etc. I'm very keen to see how Ready or Not does, when it releases. Everyone I know who played SWAT 4 back in the day loves it, and there hasn't been a comparable game since. To throw out an example of an "available" niche: I think the first dev to bring out a modern version of Need For Speed: Underground, with decent car physics (similar to something like Grid: Autosport), is going to strike an absolute gold mine. NFS was literally all anybody at school talked about for years and years when U1, U2 and MW were coming out. Every game since has been complete rubbish, the new ones have physics so bad it feels like you're just gliding around on a magic carpet with a car body attached to it.
- Impossible 8y agoIt is obvious what finding a market in indie games means and that you can't imagine it shows that you aren't particularly creative. There are a couple of different approaches to finding a market. Find a game that is fun or popular but doesn't have a polished or commercial version and make that. Find a set of users that would like to play games but doesn't have many games that appeal directly to them and make a product for them. Find an old game or genre that hasn't had a release and make a game in that style. Release a lot of small experiments and prototypes, build a small audience around one of them and iterate, killing ones that don't catch on, etc. Finding product market fit with and indie game might not always be cheap or easy, but there are a variety of ways to do it and it's definitely not unimaginable.