Angthoron
Arcane
- Joined
- Jul 13, 2007
- Messages
- 13,056
Nah, he saturated the market with shitty clones.Isn't that what he did?Think how much more money he'd get if he'd only have released one game.
Nah, he saturated the market with shitty clones.Isn't that what he did?Think how much more money he'd get if he'd only have released one game.
It doesn't.Well it looks like one!
It doesn't.
I thought he earlier pointed out how Avadon is a great financial success and things have never been better for him.So basically Vogel is pissy because he actually has competition now and can't just keep copy + pasting the same old shit with a sightly different story anymore?
Um, no, puzzle games are... puzzles. And one of the great things about World of Goo is that, while its puzzles have an optimum solution, the mechanics are flexible enough to allow multiple ways to reach your goal. Not unlike Hitman: Blood Money, another fucking classic."Puzzle game" is code word for shit game that pretends to be smart or artsy.
I saw its character creation screen, it looks like cargo cult garbage. Thou art plebeian.How many good ones did we get? Ho that's right, you are a retard. Path of Exile is a better "Diablo" clone than Diablo 3. When big companies fail to deliver, indie developers step up into the game. Or at any rate, that was the underlying idea, and the heart of the argument. Instead, what we get is pixelated hipster nonsense. So what went wrong?
am i the only one here who thinks vogel is a fucking retard always and only pushing his own agenda?
the e.t. landfill is a wrong example because that wasn't an increase in offer, that was a supply of a single product. a bigger offer is NEVER negative for the customer. NEVER. even if it's mostly crap, it's still more to choose from, tastes differ, there's always a market for something, for as small as it can be.
who can have issues with a wider offer? shit sellers with no multimillionary marketing. oh wait...
People buy more jam when they have six options rather than 24.
Two stands were set up in Draeger's, a store known for its immense variety. One stand had six jams and the second had 24 for customers to stop by and sample before choosing to buy. The test was set up to see how many people would buy jam when they were presented with six choices versus 24.
The results: While more people stopped at the stand with 24 jams, more people actually bought the jam from the stand with six options, and were six times more likely to do so.
That jam example is interesting. I know that this is true for tech products and is one of the reason for Apple's success. On the other hand, if I think about it, I'm more or less only intrested in three to four types of jam, so it may fit.The results: While more people stopped at the stand with 24 jams, more people actually bought the jam from the stand with six options, and were six times more likely to do so.
The reason is money/time. Retro pixel graphics can be drawn quickly and gives you graphics for your game that won't scare away customers. I'm sure pixel art drawn for 1920x1080 would look great, but will take forever to draw.It doesn't.
WoG is all smooth vectors characteristic for most flash games. Pixel art is by its very nature rasterized.
Anyway, what disturbs me abut those newfangled pixelized indies is that they go far beyond how pixel art can and should look like - they seem like they're running in 160x120 or something, with brick sized pixels everywhere for no reason.
I was thinking of something like 640x480.The reason is money/time. Retro pixel graphics can be drawn quickly and gives you graphics for your game that won't scare away customers. I'm sure pixel art drawn for 1920x1080 would look great, but will take forever to draw.It doesn't.
WoG is all smooth vectors characteristic for most flash games. Pixel art is by its very nature rasterized.
Anyway, what disturbs me abut those newfangled pixelized indies is that they go far beyond how pixel art can and should look like - they seem like they're running in 160x120 or something, with brick sized pixels everywhere for no reason.
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Sometimes, you can consider it an artistic statement. Like here, where the pixel art is mixed with other elements. Which is okay in my book.The reason is money/time. Retro pixel graphics can be drawn quickly and gives you graphics for your game that won't scare away customers. I'm sure pixel art drawn for 1920x1080 would look great, but will take forever to draw.Anyway, what disturbs me abut those newfangled pixelized indies is that they go far beyond how pixel art can and should look like - they seem like they're running in 160x120 or something, with brick sized pixels everywhere for no reason.
I'm not sure the jam example is relevant here.That jam example is interesting. I know that this is true for tech products and is one of the reason for Apple's success. On the other hand, if I think about it, I'm more or less only intrested in three to four types of jam, so it may fit.The results: While more people stopped at the stand with 24 jams, more people actually bought the jam from the stand with six options, and were six times more likely to do so.
But yeah, decision paralysis. In case of indie games, it's already beyond that point. It's more at the "can't care to look at it anymore" stage.
Yeah, it's very true for pretty much interchangeable consumer products where added variety doesn't really add anything meaningful, but still increases effort expended on picking the product, but in case of stuff like games, you generally hunt for specific stuff, and I'm not nearly at the point where I'm swamped with several nearly identical titles I'd want at the same time.
That's oversimplifying. I can also say that an impulse buyer will buy the entire shelf if there's only 4 jams on it for the fear of a global jam shortage. As someone that considers self as "educated", I can buy a bunch of stuff without completing everything in my backlog, it just means I'm not buying obvious shovelware shit. Checked that Groupees bundle - is there anything worth buying?"Educated" buyers don't spend enough.
I could impose a rule that I only buy a new game when I'm done with the one I just bought. Yeah... don't see that happening.
Indie games are not jam...
Oh yeah, and the issue with indie games is mostly not that they're of too many flavours - it's more like there's five-six flavours packed in different jars in different stages of completion, and of different degrees of questionable quality.
Sure, that's oversimplifying. But in principle, I handle my buying habits pretty much that way in other fields, like clothes. My gf sure saw that differently, but that's exactly the difference in buying habits we talk about here.That's oversimplifying.
But those are pretty much the rock bottom. Tower defense and bejeweled clones are inherently shit, or at least pretty much exhausted with 1-2 games, everything after being essentially reskins, while arcade shooters were already ancient when PCs started rolling as dominant gaming platform and are simple enough to make innovation really hard.When you say that you are not swamped with several nearly identical titles*, you are not paying attention (which may be good for your sanity). I had already linked to the current line-up of the Groupees Greenlight. You have standard arcade shooters, tower defense and Bejeweled clones. It's the same stuff over and over, just with a fresh coat of paint.
*I saw your "I'd want",
Nope.but you have to wade through all the shit to find the gold nuggets
And a shill infested giant committee of olfact impeded and blindfolded 'library' completionists are the ones who choose what goes to the shelves.Oh yeah, and the issue with indie games is mostly not that they're of too many flavours - it's more like there's five-six flavours packed in different jars in different stages of completion, and of different degrees of questionable quality.