24) I think the single most important skill to be successful is perseverance. Other skills are useful but without that one, you won't go too far. I know devs making a living with RPGMaker XP games, while many other better coder/artists failing to finish games
-
-
35) critics. They are inevitable, and must be taken with the right mindset. And always remember that the worst thing is not getting a lot of critics, the worst is to remain unnoticed, anonymous
Show this thread -
36) selling direct. I think it's still possible, I do. It's of course very hard now, much much harder but it's possible. You need to build a mailing list, have a blog, forums, keep social media updated, promote your sales. It's a full time job
Show this thread -
37) partnerships. The other indies are your competition, but can also be your partners. I've worked with many other indies in the past, either collaborations, sale/bundles together, promoting each other and so on.
Show this thread -
38) planning ahead is good, but planning ahead too much is bad. An example, planning a DLC even before the game is out, or shortly after is, when you have no clue about the long-term revenues.
Show this thread -
39) Play games. As fun as it seems, playing games is very important both to see what's trendy at the moment but also to get inspiration, ideas to implement in your own games. I got many ideas for my RPGs playing other roleplay games
Show this thread -
40) take care of your health, and this doesn't only means to take frequent breaks, but als do some physical exercises. You're going to be sitting most of your time, and that's not good for health!
Show this thread -
41) repeated customers are good. If you can build a niche, make a certain kind of games (like I do for example) it's likely that if someone finds one of your games, they might be buying more of them. Each game is an advert for the others
Show this thread -
42) repeated customers are good but change sometimes can also be good. If you never go out your comfort zone, you're unlikely to have a hit. Sometimes trying to do a different kind of game can be a good thing
Show this thread -
43) still referring to previous tweet, a good system is: make a "safe" game, one you know it will be profitable (as much as it's possible to predict that nowadays) and then make a "risky game". Something new, something different. Alternate the two
Show this thread -
44) scaling down AAA games. It's a good system, of course I don't mean to copy/clone completely a game, but the kind of setting/core gameplay and so on. For example taking Dark Souls and applying its most prominent features in a 2d game (real-time or turn based)
Show this thread -
45) multiplayer games are super risky. If you're an indie you can add extra multiplayer gameplay to your game but creating a multiplayer ONLY game (which requires other people to play well) it's probably the most risky kind of game ever
Show this thread
End of conversation
New conversation -
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.
