The worst thing about to race to the bottom is that most passionate young creatives already deeply undervalue their own work. So indies already wish to offer a low price for accessibility, but are then forced down into unsustainable prices by the market works.
For the other side of this equation, let me tell you about when I help indies budget, even the devs themselves are often shocked at how expensive their own game is to make. Let me try and illustrate the odds indie developers are working with for you.
I recently consulted for a self-described "shitty pixel game but it's an aesthetic" made in 4 months by a designer, two artists, and a programmer. The prototype was great, the art style funny. In today's market, I wager it could be a small hit. 4 people is a pretty standard team.
They wanted to take a year and finish it properly, but with little experience in doing so. I suggested a connected producer to make sure they hit timeline and budget, and so they have connections and information. Then they'd need music, QA, and localisation, and some margins.
Localisation is about ten cents per word per language usually, so let's say you're doing the bare minimum of EFIGS (English, French, Italian, German, Spanish) and your game has 25,000 words. That's 5*25,000*0.10 = $12500.
Let's say some music and some QA cost about the same.
After a game releases developers don't get money immediately - that takes a few months to arrive. And games frequently end up costing more time that the initial timeline, so that should be calculated in.
So before you know it, assuming the average salary worldwide ($1,488 - which is far below the salary you'd need in many places on Earth), you're looking at (5*16*1488)+(3*12,500)+7,500 = $164,040.
That's not counting the 4 months the developers already spent on the game for cheap or free, which is (3*4*1488) = $17,856.
Altogether, you're already looking at $200,000 for a game by a small team where everyone gets paid a weird salary, working on a game for a year.
You can cut costs, obviously. Indies will not take a salary above what they absolutely need. They'll do QA themselves, not localize, not hire an producer. That lowers the quality of their game, and more polished games are $10, so I guess now they're stuck under that.
A lot of young indies fail before this point already, because given all this, they'll sign a publisher deal or run a Kickstarter for $50,000 because they can't imagine getting more or are running out of money.
Now they're down 30% of revenue and $150K short of what they need.
So without marketing, assuming you're selling at $7 because these more polished games are sitting at the article's average price of $9, and assuming Steam's 30% cut, you'd need to sell 45,000 units to break even.
In case you're wondering why so many indies are going exclusive or doing "free" deals - it's because they can't survive any other way. 45,000 units at base price is a huge amount - it was found most indie games sell 1,500 copies (altho it averages at 32,000 because hit games).
So the most likely financial outcome on an indie game, assuming averages, is $250K investment and a $9*1,500 = 13,500 return. That's a loss of $236,500.
That's what every indie developer rolls the dice on, that they believe their game will be good enough to beat those odds.
Don't forget that by that time, it'll be mid-2022. The market, which I thought their game could be a small hit in right now, could've shifted entirely. So they're rolling a $250,000 die to only see the result of in a year and also every day the die might change up or down.
That's your 4 person indie game. Now consider the 6 person team for 2 years. Or the 1 person team for 7 years. Many of these folks are working full-time or part-time jobs to lower the risk, taking no salary, everything to get those numbers down - just to make these games.
(And so much of the unhealthy stuff you hear about in games happens in indies as much as in AAA. Self-imposed crunch to get things done cheaper? Getting no salary? Eating as cheap as you can? Not really anyone to tell on you if you & your friends are the only victims. I hate it.)
So if you ever wonder "how did this shit get made", well - generally some poor person rolled the dice on $250K with the full belief the game would turn out great and it didn't.
And if you ever wonder why "lazy devs" gets such a vehement response, here's why.
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Any Muslim, Arab, or Middle Eastern person please reply & rate from 1-10 by how shocked you are seeing US military propaganda about the destruction of our people getting "analytical interviews" featuring only 3 US voices and massive promotion on the largest relevant US website.
Note the trope: the "analytical interview" about the "shoot Iraqis roguelike" and its merits is conducted exclusively by US voices. This always happens, our voices are systemically excluded, both for the real wars & real hurt and the entertainment based on it.
This is why I was so pissed off at every website going ahead running Tamte's words without our voices. I understand interviewing Tamte is easy, and getting our voices is hard. So hold back on publishing Tamte's words until you've done the work of getting counter-voices.
I watched the Six Days in Fallujah gameplay trailer so nobody else has to.
Here's a quick video with live thoughts as I watched it, and more written out thoughts continue below:
- The trailer starts with a US soldier telling about how they lost 2/3rd of their unit in the 2nd Siege of Fallujah with a Back to the Future style fade of a photo? I waited for any mention of Iraqi deaths, but there's only ragdolls there.
- The first clearly spoken Arabic words spoken are "Allahu Akbar" (Shooting ensues)
- The game has a tactical squad system similar to Binary Domain-style game design (contextual point and command).
This has come up a few times lately: if you are someone who wants a studio to make your ideas, no studio I know of takes outside ideas.
If someone tells you they're with a platform & need a passport scan & some money to start the process: it's a scam. Do not send them anything.
As a reminder: games studios tend to reject outside ideas without reading them for legal reasons. There's not really such a thing as "letting a games studio make your game idea" and anyone claiming otherwise is probably trying to defraud you.
I am kind of shocked at how common this scam seems to be, but I've talked to several people via my free global dev consultancy over the past weeks that have been approached by people claiming to be with "Sony Japan" or certain major games studios - but clearly were not.
I have had some shoulder pains so I invested in a very good but painfully expensive office-appropriate gaming chair
why is this box so large I'm going to wreck my shoulder getting this thing out of this box
this thing better be worth it
Uh, OK, yeah, that feels very very different and honestly in a weird undefined way I feel like something is lifting me up a little bit or something? It is really nice? Wild.
War *is* political machinations. That's the entire thing about war. It's politics that leads to people killing each other. The entire point is political gain or the diminishment of the other party's political power.
In the case of Iraq, it was neither: the US made up a reason.
Engender sympathy for US troops? Excuse the fuck me? When you look up the casualty statistics for the Iraq war you'll find US deaths, but you could barely *find* Iraqi victims, civilian or resistance or insurgent or terrorist. They're all defined "terrorist" or "collateral".