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> It's a brilliant time to be a game developer. From technological perspective of course, it have never been easier. On the other hand since everybody [0] can
by mbel 12y ago
> It's a brilliant time to be a game developer.
From technological perspective of course, it have never been easier. On the other hand since everybody [0] can now create a game the competition between game developers is much stronger, which is arguably a good thing for gamers, but not necessarily for developers. Also from consumer point of view signal to noise ratio will probably get worse (many inexperienced designer flooding marked with their first games etc.).
So it's easier to develop but harder to get noticed.
Also: good luck with your game!
[0] this is a slight hyperbole, there is still so much to do even when you have the engine up and running.
- Omnus 12y agoIt's sort of a double edged sword isn't it? You're right, the space is saturated with developers and games, but on the other hand, interest in indie games is at an all time high. I'm not sure it's true that it's harder to "get noticed" now than, say, 10 years ago. There were fewer games back then, but there were also fewer gamers interested in playing indies.
- tomjen3 12y agoIt is harder getting noticed, unless you do something other people are not doing, or developing some new kind of game - which has never been easier.
- MaulingMonkey 12y ago> From technological perspective of course, it have never been easier. On the other hand since everybody [0] can now create a game the competition between game developers is much stronger, which is arguably a good thing for gamers, but not necessarily for developers. Also from consumer point of view signal to noise ratio will probably get worse (many inexperienced designer flooding marked with their first games etc.). This isn't the first time the games industry has seen a flood of games and it won't be the last. I suspect the bar to attract consumer interest will rise, and things will return to how they once were - with the ease of development being supplanted by the difficulties of the new quality bars. As curation catches up to the rest of the industry (or we see another crash and the flood abates) the S/N ratio will improve back towards old levels - if you follow the right channels. The size of large game studios, to the best of my knowledge, has never been bigger than now. The size of the market, when everyone has a smartphone in their pocket, has never been bigger than now. Entirely new markets (first mobile, now VR) are opening up. Devs are doing OK at least. I'd say the sheer enormity required to develop AAA titles might make it hard for e.g. the next John Carmack to make their millions on their own, but Minecraft selling for $2.5B pokes... at least a few holes in that theory.