{"id":1090,"date":"2011-03-15T19:55:13","date_gmt":"2011-03-15T19:55:13","guid":{"rendered":"http:\/\/positech.co.uk\/cliffsblog\/?p=1090"},"modified":"2011-03-15T19:55:13","modified_gmt":"2011-03-15T19:55:13","slug":"the-viability-of-small-short-games-on-the-pc","status":"publish","type":"post","link":"https:\/\/www.positech.co.uk\/cliffsblog\/2011\/03\/15\/the-viability-of-small-short-games-on-the-pc\/","title":{"rendered":"The viability of small, short games on the PC"},"content":{"rendered":"<p>Increasingly, my thinking is that &#8216;knocking out&#8217; a quick, easier to make, low budget indie game does not make economic sense. That has never been my plan, but I&#8217;m getting even more convinced that to do so will not work.<\/p>\n<p>Obviously there are arguments in favour of a low budget quick, small project (I&#8217;m defining that as under 6 months development time for 1 person). I&#8217;d guess they are as follows:<\/p>\n<ol>\n<li>Spreading the risk. Multiple games per year, so chances of having a zero-profit year are lower<\/li>\n<li>Multiple rolls of the dice. You have more chances to hit on a perfect design and implementation<\/li>\n<li>Lack of burn-out. You finish a game before you get bored with it, everything always feels fresh<\/li>\n<li>Keeps you in the public eye. Your hardcore fans can buy a game from you every 6 or even 3 months.<\/li>\n<\/ol>\n<p>I think this is outweighed by the downsides:<\/p>\n<ol>\n<li>Lack of polish. It can take 50 people 6 months to polish a AAA game. If your game is all done in 3 -6 months, there is likely no polish, no testing. You are selling a half-completed game<\/li>\n<li>Lack of wow-factor. Like it or not, many people ignore a game that isn&#8217;t awesome in screenshots and videos, and which doesnt have a huge feature list. You won&#8217;t get *less* press coverage, you will likely get *none*.<\/li>\n<li>Lower price point. If your game looks like it took 3-6 months, good luck charging $20. It *might* work, but you will likely charge less. Lower prices mean many marketing possibilities, like advertising are no longer cost effective.<\/li>\n<li>Lower mindshare, market-share and virality. If your game is played by 500-1,000 people, it is unlikely to build up momentum in gaming communities. A bigegr game selling 10,000 copies starts to get multiple mentions on forums, people hearing about it from multiple sources. 100,000+ and the effect is much much stronger.<\/li>\n<\/ol>\n<p>I know some devs making a living from small, quick-development games. Personally, I think that they would make a better income from bigger, higher budget titles that they spent longer on. Obviously YMMV, and your aims may differ. I know many devs suffer from critical burnout, and love short dev cycles. I think my limit is 2 years, I&#8217;m not massively keen to continue tweaking and adding to the GSB code base now. However, I am assuming that the new game (sort of code worded LB) will be of a similar development scale and polish. Hopefully much more :D<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Increasingly, my thinking is that &#8216;knocking out&#8217; a quick, easier to make, low budget indie game does not make economic sense. That has never been my plan, but I&#8217;m getting even more convinced that to do so will not work. Obviously there are arguments in favour of a low budget quick, small project (I&#8217;m defining<\/p>\n<p class=\"text-right\"><span class=\"screen-reader-text\">Continue Reading&#8230; The viability of small, short games on the PC<\/span><a class=\"btn btn-secondary continue-reading\" href=\"https:\/\/www.positech.co.uk\/cliffsblog\/2011\/03\/15\/the-viability-of-small-short-games-on-the-pc\/\">Continue Reading&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3],"tags":[],"class_list":["post-1090","post","type-post","status-publish","format-standard","hentry","category-business"],"_links":{"self":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/1090","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/comments?post=1090"}],"version-history":[{"count":1,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/1090\/revisions"}],"predecessor-version":[{"id":1091,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/1090\/revisions\/1091"}],"wp:attachment":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/media?parent=1090"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/categories?post=1090"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/tags?post=1090"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}