I grew tired of argumenting engine choices/making your own for indie games. So I looked at data. Top ~75 indie games on Steam by user score with >1000 reviews. Here are the results:pic.twitter.com/5yVhqrOQVU
Game designer of Braid and The Witness. Partner in IndieFund.
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I grew tired of argumenting engine choices/making your own for indie games. So I looked at data. Top ~75 indie games on Steam by user score with >1000 reviews. Here are the results:pic.twitter.com/5yVhqrOQVU
You guessed it: IT DOESN'T MATTER All are valid options.
Survivor bias is the whole point of this analysis.
Can you explain what the analysis is? How do you go from that column of numbers to "IT DOESN'T MATTER"?
It *can* matter, depends on the type of game and experience of the team. I mostly tweeted that because I get pissed off at everyone telling me it's impossible to make a game without using Unity if you're not AAA. The analysis is "it's not impossible at all, on the contrary".
"It's not impossible" and "it does not matter" are two quite different things, at least to me.
I meant neither, I just don't care enough to explain my opinion properly. My only point here is that Unity is not the only valid option for indies, and I hope the numbers show that.
I am definitely on the side of people who prefer not using a pre-baked engine. But I don't see it as a very simple thing. There's a trade-off as always. I think if you use something like Unity, you get stuff on the screen faster, but it's lower-quality in the end, and there's
a limit on what you can achieve that is substantially lower than what you could do custom (in many dimensions, newness/subtlety/bigness/whatever else). But to me that's very different from "it doesn't matter". Sure you can make things in these different ways, but you are
walking different paths. Even stripping back to maybe the basic question "how possible/hard is it to ship a game", I don't think you can conclude much from these numbers without knowing the number of attempts that fall into each category.
I agree, but most devs I know, for example, were very surprised the "custom" number was so high. If you add more subjective filters such as "is very popular" and "is not a very simple game", the custom/prebaked ratio is way higher. The mere fact that this is surprising to a lot
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