Announcement

Collapse
No announcement yet.

Developers, why don't they..

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Developers, why don't they..

    .....release smaller simple original concept games.

    I mean, why spend millions on one big game? Why not make lots of smaller games for less? That way you could flesh out lots of ideas.

    Ideas that work could come back and sell moderately well (e.g 50,000 units).

    Then you can take that game and create a proper sequel(which should sell well again), exploiting the potential of the orginal concept.

    A game idea that didn't sell well, wouldn't be too much of a financial blow.

    And the fact that the sales figures aren't in the millions, means your probably gauging the people who know a good thing when they see it.

    Also, when creating the game proper, you could market it to the masses, as a continuation of a cult game/sleeper hit, which invariably peaks mainstream interest.

    And releasing these games at a price which reflects what your getting, say ?10-?15. These price-points could at least see the game selling in some quantity. Then the much sought 'word-by-mouth' recommendation that could see a particular excellent idea, selling more.

    I think this sort of thing would be useful to developers/publishers as a way of testing the market. If the underground/hardcore buy(alot) into it! Then invariably, a sequel with the same game concept, ideas realised in full and maybe even aesthetically tailored to appeal more to massmarket(licence/brand wouldn't matter if the game was sound) would make financial sense.


    This, i've had on my mind for a while, but the 2D article in GamesTM (issue 8) got me thinking. If most 3D games are based on 2D principles, why not knock out low-budget 2D concept games, and test the water(underground/hardcore = money back/maybe small profit). If it works, the idea will most probably translate to 3D and you could slap a licence on(massmarket = loadsa profit).

    What do you think?

    P.S. Can you imagine, you could probably make a new collector category, concept games, released in limited numbers, only available through developers site? Money to be made there.

    N.B. don't take the hardcore terminology as elitist tripe, i'm sure you know what i'm trying to get at.

    #2
    Originally posted by TheShend
    .....release smaller simple original concept games.

    I mean, why spend millions on one big game? Why not make lots of smaller games for less? That way you could flesh out lots of ideas.
    Interesting. Spontaneously P.N.03 comes to mind, and the interviews with creative head honchos at Capcom commenting about quick, efficient mech design which was necessary due to a lack of time (about equals dev money me thinks). I wonder what their overall budget was for this product number.

    Quantity as one main factor doesn't always make a title enjoyable for me. If you design a game to hold the replay value high (a traditional thing to be expected from arcade style incarnations) it should be alright, I believe, if it wouldn't provide 40+ hours of gameplay in one go.

    And I agree, if the price got adjusted accordingly in some cases as well - I can see this concept you're hinting at being successful.

    Wasn't something similar attempted with the El Dorado Gate series for Dreamcast? The episode thing might be a way to build a well selling brand and a sufficient fan base.

    Comment


      #3
      One issue that faces developers tho is press response.

      Games that are and short/sharp tend to get marked down due to longevity... regardless of high score challenge playability..

      I love Luigi's Mansion and Pikmin.. two good examples of Nintendo's strategy of making smaller, high quality games..

      however.. upon review, they were marked down for being "too short"... disregarding the fact that the people playing them were "pro" games journos who play games for a living.

      It took me 2 weeks to get thru' Luigi.. and it was great fun... and I still go back for a laugh from time to time...

      Rez can be picked up for 20 quid now or less in most places.. but it's still not selling...

      Comment


        #4
        Simply put, publishers don't sign them. At least in the west.

        Comment


          #5
          I love Luigi's Mansion and Pikmin.. two good examples of Nintendo's strategy of making smaller, high quality games..

          however.. upon review, they were marked down for being "too short"... disregarding the fact that the people playing them were "pro" games journos who play games for a living.
          Maybe, if they where released with a price point that matched their longevity, they may of sold more? And recieved a better score also?

          With Pikmin 2, they could slap Alan Titchmarsh on the front and in the game as some sort of help aid. It'd sell, just look at Shredded Wheat, it's selling like no tomorrow with his mug on the box.


          Rez can be picked up for 20 quid now or less in most places.. but it's still not selling...
          I remeber reading somewhere that if Rez was released with a named dance/house/trance artist (Oakenfold,Paul Van Dyke et al) and pushed to that demogrpahic. It could of sold more. Maybe a sequel, with this in mind, would be good business sense. It's proven that the games concept works, very well.

          Didn't wipeout work this way?

          Comment


            #6
            Originally posted by Flabio
            Simply put, publishers don't sign them. At least in the west.
            I'm saying, that publishers could release these games as part of a longterm strategy/business plan. Without heavy financial consequence of them flopping.

            The short-termist nature of the current way of doing things, is seen to be bane of the industry.

            Just an idea to aid the current situation.

            Comment


              #7
              The main problem is that the consumer keeps rewarding Publishers for releasing sequels, me-too titles and licensed games, regardless of quality.

              Comment


                #8
                Originally posted by TheShend
                I remeber reading somewhere that if Rez was released with a named dance/house/trance artist (Oakenfold,Paul Van Dyke et al) and pushed to that demogrpahic. It could of sold more. Maybe a sequel, with this in mind, would be good business sense. It's proven that the games concept works, very well.
                Adam Freeland? Fairly damn famous (not household name though I suppose). Have you heard Smells like Adam Freeland? (His remix of Nirvana). It's damn cool.
                But clearly, it didn't say "including adam freeland's Fear" on the box in big letters

                Comment


                  #9
                  This sounds sort of like what pompom have done with space tripper and mutant storm. Incidentally they've just signed a major distrivution deal so maybe you're onto something.

                  Comment

                  Working...