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Indie Game Dev: Assessing Risk

49 点作者 generichuman超过 1 年前

6 条评论

stephc_int13超过 1 年前
The biggest risk for an indie game dev is not the chosen theme or genre or style, but the team, the funding and even more importantly the motivation of all the parties involved.<p>Talent is mostly sustained hard work, usually over years, decades or even a life.<p>And there is also luck. People always underestimate luck.
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norwalkbear超过 1 年前
I&#x27;m a game developer&#x2F; contractor&#x2F; indie dev.<p>I&#x27;ve worked on huge unity games, and rebuilt entire unity education apps as a specialty contractor.<p>Indie games are dead, the videogame market is completely saturated. If you want to make games, make em but you need a &quot;real job&quot;.<p>vr experiences and training apps can pay the bills ... For now.
canvascritic超过 1 年前
Interesting take on the indie game development scene. i&#x27;ve always felt that while passion is vital, there&#x27;s a tangible undercurrent of economic realities are often glossed over. the mention of &quot;time travel&quot; was cute, but it got me thinking. Perhaps, in a way, the game dev industry might be a few steps behind in leveraging some structured decision-making processes? but then again, can we truly quantify creativity and intuition, especially in such a dynamic industry?<p>I do appreciate the effort to build a risk assessment framework, even if it feels slightly oversimplified. I&#x27;m looking forward to seeing how this evolves and hopefully, this nudges the industry &#x2F; idealistic indie devs towards more informed decisions. nice effort.
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GenericDev超过 1 年前
I&#x27;ve played a lot of Spelunky. I mean, I have played A LOT of Spelunky. I consider Derek Yu to be a great designer.<p>I also think Spelunky classic was the best version of his series on account that the aesthetics and soundtrack were so banger.<p>That&#x27;s why I wanted to preface everything before I made this statement. Spelunky 2 is one of the &quot;worst&quot; games I have ever played. I mean this in a very nice way. However, I consider it incredibly disrespectful to the players.<p>In order to see the &quot;true&quot; ending of the game you have to do an insane number of really esoteric tasks to get to what is called The Cosmic ocean. And, in this Cosmic ocean you then spend 99 levels working in what is arguably arbitrary hell to complete it so that you can finally &quot;beat&quot; game.<p><a href="https:&#x2F;&#x2F;youtu.be&#x2F;UbTW3F2F4PI" rel="nofollow noreferrer">https:&#x2F;&#x2F;youtu.be&#x2F;UbTW3F2F4PI</a><p>What I find so disrespectful about Spelunky 2 is that the experience is frustrating as hell. And, that&#x27;s intentional. He has designed the game in order to elicit that response, but that doesn&#x27;t mean that&#x27;s necessarily a good thing<p>And in one of his axes he lists broad appeal, however there is no way any person in the general population can even remotely approach the skill level required in order to enjoy this aspect of the game. And, some people might say &quot;get good&quot;, or &quot;you need to learn to play the game&quot;, but I don&#x27;t find that to be a sufficient explanation or sympathetic response to those who really do enjoy the game, but are locked out of really interesting parts of it based on tedium that requires incredibly long playthroughs that require incredibly difficult tasks to be achieved in order to see it.<p>And, I get it as a designer he made the choice that this is how the game should be played, but I cannot really ever get over how the game has changed between Spelunky classic versus Spelunky 1 versus Spelunky 2. And, how much he made a point to enforce that experience through design decisions.<p>I&#x27;d also like to touch on the fact that each following iteration changed from interesting to an art style that felt more like McDonald&#x27;s art instead of sticking close and cute like the original Sprite art that was created.<p>I have put so many hours into Spelunky and it&#x27;s crazy because I would expect to have nice things to say about a game that I spent so much time playing, but for me I really wouldn&#x27;t suggest Spelunky to anyone because of the design decisions from Derek Yu. In fact, it&#x27;s my top choice for games that get in the way of themself to the detriment of the player.<p>So I guess all of this rambling is to articulate that Derek Yu does know some things, and he has been successful, but I don&#x27;t consider his opinions to be very valid regarding what makes a good game for the general audience.
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andsoitis超过 1 年前
&gt; we&#x27;re all familiar with the stories about indie game developers who spent many years turning an unproven idea into a big hit.<p>how many are there? and what would connoisseurs consider to be the indie games that were biggest 3 hits?
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to-too-two超过 1 年前
When was this originally published?
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