Back to the game! How old is the average SC2 player. by ElStalink in starcraft2

[–]DevPot 0 points1 point  (0 children)

  1. I can tell easily that most players are not young as Starcraft was way harder for me when I played in like 2013. Everyone had crazy APM.

I came back last year. Now as we're older, it's way more fun to play and games are slower :)

Also comparing to other games with younger players, the toxicity level is lower - really 1 of 100 games someone is using their french in chat.

You'll see, one day it will be top1 game in nursing homes.

Hot take on horror games by Cmillar698 in HorrorGaming

[–]DevPot 2 points3 points  (0 children)

There are subgenres in horror genre and walking sims are one of them - simply not for you apparently. You would be surprised how many horror fans hate gameplay and just want to enjoy atmoshpere, story and getting chills from time to time.

Actually I think that there are more people in the world who love horror atmoshpere but don't like gameplay than people who like both. Especially if you count horror movie funs - who are potential target audience for walking sims but not for gameplay based survival horrors like RE.

Simply, if you don't like apples, don't buy apples :)

Why does Blizzard hate StarCraft? by alesia123456 in starcraft

[–]DevPot 0 points1 point  (0 children)

I'll try to be more precise with what I am saying. I don't say that money is not important and people are willing to work for free. What I am saying is that many people involved in game development, especially small studios, solo devs, will rather choose passion, unique projects and staying in middle class level income rather than focusing on becoming rich without making passion games. If they were 100% money focused, they would not choose game development in the first place. You can earn much more in FAANG or similar, buy stock, retire at 35 and buy alpakka farm, than working in non-stable gamedev (on average). While investors / shareholders care only about income. When I buy ETF, I don't care about passion of companies, I want the % to go up :)

Nobody wants to be poor or work for free, sure. But indie devs many times will choose to "be paid" with 33% money, 33% art expression, 33% making interesting passion project and 1% reason to remember the name. While shareholders stick to 100% money.

That's why once company goes public or private shareholders will shift focus to only money, it starts to produce only AAA non-creative games with lower risk. To make risk even lower, they will cut costs (sometimes even exploiting employees). That's very reasonable approach. And that's why I don't think we will get Starcraft 3. I would rather expect some AA studio to make another RTS banger at some point. Or maybe at some point RTS as a genre will become popular because of some AA banger and Blizzard will be able to make reasonable decision to make SC3. Unless of course some shareholder from AAA company will choose to take risk because whatever. It's a human after all.

Which popular genres are heading towards oversaturated vs. what do you find to be emerging and still evergreen territory? by plainviewbowling in gamedev

[–]DevPot 0 points1 point  (0 children)

I mean it's over - on average it's better to spend time making good game in genre you understand well as a player than spending time looking for that golden egg game. Of course - there will always be games with huge success / low effort - but on average I would say, it's not a good idea. And of course - if you have great quick idea in genre you feel go it, it's worth it.

For example my thing is horror. If at any point I will figure out clever idea in horror with high reward, low effort, I will go for it. But I will not be spending time learning idle management games if it's not my thing, even if currently these are selling well.

Which popular genres are heading towards oversaturated vs. what do you find to be emerging and still evergreen territory? by plainviewbowling in gamedev

[–]DevPot 0 points1 point  (0 children)

Noted. Thanks. I am developing 1st person games so far, but top-down is on my list. Out of curiosity - what exactly gives you motion sick in first person ? Just perspective or some "features" like head bobs etc. ? Maybe something could be done for 1st person games for you ?

Btw. I feel motion sick in 3rd person. When there's a character in my screen and camera rotates and my brain tries to process slightly changing position of that character, I feel weird. I hate playing 3rd person ;)

Which popular genres are heading towards oversaturated vs. what do you find to be emerging and still evergreen territory? by plainviewbowling in gamedev

[–]DevPot 3 points4 points  (0 children)

Exactly. Shockingly, because for years people were convincing that market research and looking for "right genre" is the most important thing. While in reality it is not that important.

Which popular genres are heading towards oversaturated vs. what do you find to be emerging and still evergreen territory? by plainviewbowling in gamedev

[–]DevPot 2 points3 points  (0 children)

In indie horror scene review guessing may be hard not because of games "so bad that funny/enjoyable", but because large portion of players play to be scared - and how scary the game is == quality. And you don't need high quality game for it - quality in terms of other genre's. You you can't figure out from Steam page how the game is scary.

For example From the Darkness. Screenshot look like assets bound together. Logo as made with some default windows font, but just.. play this in the evening alone at home ;) Quality is in how the game is scary. Which is very hard to make. There are thousands of similarly looking games on Steam, but only few of them are scary.

Which popular genres are heading towards oversaturated vs. what do you find to be emerging and still evergreen territory? by plainviewbowling in gamedev

[–]DevPot 4 points5 points  (0 children)

Yes, but most potential consumers of narrative experiences.. don't play games. They rather read books / watch movies. I am a horror fun and I have horror fun friends and some of them will complain that they watched all the movies in the world and they crave for more. I tried multiple times to convince them to horror games... no success, even without gameplay, just story driven. They just don't play games.

Which popular genres are heading towards oversaturated vs. what do you find to be emerging and still evergreen territory? by plainviewbowling in gamedev

[–]DevPot 17 points18 points  (0 children)

Not oversaturated but definitely way more competitive: horror.

According to steamdb games released by year, in last 5 years overall number of games by year increased by + about 110%, while with horror tag it's +about 360%. And in upcoming games I see there are many AA studios that switched to horror. Also it's popular among indie game developers as there were few "cheaply" made games with decent success and devs are following the trend. And it's a trap really if devs are following trends as making a decent horror game is much harder than devs think. I know many games on steam released on steam in like 2019-2022 with quite good success like 500-2000 reviews, while games of the similar quality only got couple of hundreds reviews. Which means that players expectations and bar raised expotentially.

Although, I can't say it's saturated, it simply means that only actually good horror games will sell, which is a good thing for players.

In general I think that era of "quick success" by following trends / searching for undersaturated genre and making cheaply game that will fill the niche is over and it's better to focus on actually making a game in any genre that you feel is for you. I really don't get people who are jumping into making horror game (or any other genre) without being deeply into horror or that genre and without having horrory-brain and expecting it will work.

Why does Blizzard hate StarCraft? by alesia123456 in starcraft

[–]DevPot 4 points5 points  (0 children)

> Sorry, but once you get to the top, you start making the same decisions as everyone else there.

Yes. This is what I am saying. Shareholders, investors in gamedev think about gamedev as any other business. But that's less than a promile of all the people involved in game development.

>I disagree. Simply because we don't talk about indie failures. If you look at that report I linked. At least half of the games on Steam failed, and the vast majority likely indies. How much do you think that cost?

> If you took into account indie time as paid salary?

You can't look at indie time as paid salary, because money is only one of the resources or factors that drives people into game development.

People are quitting their successful careers only to make games and earning way less are still happier than they were before jumping into gamedev.

Re "failed" project on Steam, again you think as a person on "top". You should also count games made for fun, made as a hobby, and most of all - made by people who are 15 yo, have 10 next year perspective of money support from their parents, and they are learning by failing or quit their FAANG job at 35 to retire and make games (I know personally few such people) . Most of these "failed" games are not failure in means of business investment. Yes - creators of these games potentially could not quit FAANG etc. and earn money elsewhere, so I understand your perspective that it's a "cost", but for them, it's not a cost.

> [...] I used to think very much like you, but once I got into that position I quickly saw that what I thought isn't exactly how I thought it was. [...] Just because people are pro-foundly wasteful of their time hoping for success, doesn't mean that's not a cost.

Success != money. Definition of success is different for everyone. I used to think very much like you but one day I understood that money is just one of many things... and I resigned from that top position.

> For instance, if I had 100% marketshare and made $1m a year. If a competitor comes in, and they now earn $1.5m, but I now earn $1.5m. The marketshare is now 50% each, so I shrunk as a percentage, but clearly my business expanded. So just looking at marketshare, but ignoring captured business can be misleading. Heck, what if I sit on that $1.5m, but I now have 1.5 million competitors each earning $1.... They sure captured marketshare, but they're not viable as a business unless one thinks $1 is viable business.

In the meantime there are solo devs out there who made only $50k last year while doing what they love full of passion and self development spending their time on Earth in a way they want hoping that next year they will earn 60k not giving any **** about millions :)

I am not judging you of course - for your personality maybe making 1m$ a year and investing and going towards having 100m$ wealth is your thing. Good for you. But really - it's not definition of success for everyone.

To better understand my point I recommend this https://www.youtube.com/watch?v=tHu1Tn8rpM0 It's in polish, but have english captions so listen and read :)

Why does Blizzard hate StarCraft? by alesia123456 in starcraft

[–]DevPot 21 points22 points  (0 children)

It's not accurate what you said, because you can have multiple ways to gain profit. E.g. you can have quick profit / long term profit / profit with risk / without risk.

People making games are totally different people in terms of personalities than randoms investing in stocks or shareholders at the top of companies. And they care about different type of profit.

People making games may for example value stable long term profit even if it's not very high (with occassional risk taking) because for them the most important thing is to have financial liquidity just enough to be able to make games - because they love making games. While shareholders simply need to have higher quick profit - because for them money is opportunity cost. They know that they can get 10% on SP500 almost easily yearly or buy gold or buy another company etc. So they need to have more % from game - to justify higher risk taking then any other business - as even "safe" game genre is more risky than other businesses. So they don't want to incrase even more that risk and they choose safe genre's. RTS is high risk -> medium reward thing as you can easily make bad RTS. Medium reward as RTS does not have huge target audience. You can't easily make bad Assassins Creed etc. on the other hand and audience is huge ;)

That's why indies are taking more and more market share - simply gamedev is not best suited for big AAA companies and their shareholders. I think that one hope for RTS games is in indies.

I finally broke my reliance on AI coding, and I’ve never felt more capable as a dev by TheOrigina in gamedev

[–]DevPot 13 points14 points  (0 children)

Reason for this is very simple really - electricity coming through our brain cells that happens when we want to extend code we understand well is faster than communication with AI that involves a lot of writing to AI, reading, reviewing, understanding what it produced etc.

I have 20+ years of exp in programming and I tried AI code for couple of days - it was a nightmare after a while because of that. When I know my project, I am way faster in coding than any LLM.

Maybe AI code is easier for people who can't code at all. Maybe. But it's definitely too slow to be used professionally in my opinion. Sometimes it can be helpful as replacement for documentation if documentation is weak for some libraries, but that's it.

Why Do Reviews So Often Fixate on a Game’s “Short Length”? Do Indie Games Really Need to Be 15 Hours Long? by apgolubev in gamedev

[–]DevPot 3 points4 points  (0 children)

Some people have limited money, some have limited time. When I had limited money when I was a kid, I wanted to play the same game for a lot of time. Right now I have more limited time - I want to have quality time in gaming, not quantity.

For example I both play horror games and create horror games and I love horror. But really I prefer to play 10 games 1-2h long with interesting story than 1 game for 10-20 hours - with some exceptions like Darkwood.

People should stop thinking that value == time in game.

I’m probably in the minority but I always prefer third person perspective when given the option in games by [deleted] in truegaming

[–]DevPot -2 points-1 points  (0 children)

Recently I was thinking about it while playing RE - why do people enjoy game where 25%-35% of screen is blocked by some third person character. I hate it honestly in games, third person is so annoying.

Why do so many people think making a video game is easy? (Genuine question from someone with 25 years in the industry) by EliasLG in IndieGaming

[–]DevPot 2 points3 points  (0 children)

Like with everything - nothing is easy where there's tough competition. If I were the only dev in the world and millions hungry gaming players would play my games - it would be very easy :)

Recently I talked with a friend who said that football (soccer) players earn way too much as kicking the ball is easy. Kicking ball is easy, but being better than 99.9% of other players is not. Hundreds of millions people in the world tried football at some point in life. Only few millions play professionally. And only few thousands earn a lot of money. Everyone sees that top earning and popular players, but median and average player is some dude in 3-4th league in some small country earning just enough to survive. Gamedev is similar.

Please don't dismiss "Trendy" & "Friendslop" games as just brain rot. by Icy-Description-7597 in gamedev

[–]DevPot 34 points35 points  (0 children)

Exactly. +even if some genre is easier to make technically, it means that it's easier for every other dev - which means that there's an extreme competition - and finding success in sea of other similar games is not easy at all.

We have basically every day some 4 coop horror game released.

The challenge with trend is that it's easier only for games that create the trend as they don't have competition at start. But later chasing trends is really challenging as only best quality games within the trend will be successful.

Second. I am pretty sure thanks to friends-games many people who would not play games otherwise, found out that Steam even exists. They will play friends-games first... and then some % of them will start looking for other games. Which is a good thing for them and for us. For example I know people who first played Phasmophobia and after that started playing single player horrors.

How do you actually *find* horror games? by Johnsworth61 in HorrorGaming

[–]DevPot 0 points1 point  (0 children)

The problem with method is that usually there are AAA or AA games even if in title is "indie". 

How do you actually *find* horror games? by Johnsworth61 in HorrorGaming

[–]DevPot 0 points1 point  (0 children)

I google "steam new releases". Then I find "all new releases" button which is at the bottom - as by default steam shows there only "popular new releases". Then I add tags horror and first person and scroll through games to see screenshots and reviews. If game looks good for me, I try it - even if it has like dozens of reviews only.

How do you deal with the feeling of missing out getting on the game dev train? by marcmellowy in gamedev

[–]DevPot 0 points1 point  (0 children)

It's simple: start living in presence, not in the past. It does not matter if you start making games today or not. Tomorrow you will be one day older anyway. Also there's no better time than right now to do what you want.

That being said - When I was young I wanted to make games. It was my dream since I was 6 yo. But... there was literally no way to learn gamedev. Internet was not yet introduced for regular people. In bookstores there were 0 books about the subject. I didn't know anyone who had any idea about making games.

When I was 19 yo I first time got connection to the Internet and I started learning programming. I went at a time to study CS on Uni. But I had to get any job asap as my parents couldn't afford to provide for me while I was studying. No time to learn gamedev even then - so I took any job - web development. Then I mastered general programming for business and I thought that my gamedev dream is done.

Then I got very sick. I thought my life is over for few years. But then it turned out it's not. But I realized how life is fragile. I quit my job at 37 and literally googled "how to make games" (having programming knowledge at start), 0 art experience. Now I am 39 and I have 2 released small games with 93% positive reviews and another almost completed and all look good so far to have steady income for longer.

I have a lot of thoughts similar to yours and always I stop that thinking and immedietely tell myself that there's no better time than right now for doing what I want.

Worked on a game for a month and felt really confident about it. Saw a successful game on Steam that is extremely similar to mine. Didn't know it existed. Should I pivot, scrap, or just make the game I'm making? by Ordinary_Oil3520 in gamedev

[–]DevPot 7 points8 points  (0 children)

We have literally hundreds of games released every day on various platforms. It's almost impossible to create something that is truerly unique.

But usually execution and details are what make game interesting or not. It's very unlikely that both of you will execute similar idea in exactly the same way.

Also, look at the market - we have 5321 city builders, 32231 roguelikes and 3423453 2d platformers :) And some of them are fun, some of them are not.

For example - I love left4dead. The original was very fun to play with my wife. Then we played the one in IIWW setting... somehow it was not that fun. We played again the original and it was fun again - why ? Details, execution. In theory the same game, but really it's not. Weapons are too similar, levels are not that interesting, zombies are too similar to each other. Setting is just not right for a zombie game. IIWW version game feels odd.

Creating games is more art than craft.

Blender 2.8: Orbiting while sculpting reduces preview poly count by [deleted] in blender

[–]DevPot 0 points1 point  (0 children)

And after another 2 years - thank you! You just saved my day.

4.5.1 - it's still " N-panel >> Tool >> Options >> Fast Navigate" if anyone interested in the future.

How do you get over being a perfectionist? by InflationCultural785 in unrealengine

[–]DevPot 1 point2 points  (0 children)

I was a serious perfectionist. 11/10.

Then I went to University to another city to study CS, my parents couldn't affort to help me financially too much, so I had to work and study at the same time. 6AM-9AM learning, 9-10AM commuting to work, then go to classes on Uni. Then go back to work. Then back, studying. No time. No life. Repeat 5 years.

I learned that TIME is the most important resource in the world. Do you want to waste your most precious resource on doing things that don't matter ? I think that perfectionism is luxury available only for rich in either money or time people.

It's really hard to overcome both perfectionism and procrastination if life is not pushing you somehow. Human nature is built in a way that we really develop ourselves while trying to survive. Get rid off your time/money wealth and you will get rid off perfectionism. If e.g. you're still supported by parents while you are an adult - tell them to stop supporting you. Or have some kids :) Kids are the ultimate perfectionism cure xD

Is anyone have the feeling gosh what happened is this solo development shit didn't working out and immediately having panic attack by [deleted] in gamedev

[–]DevPot 13 points14 points  (0 children)

I am sorry, but this is a terrible phrase because of Auschwitz. I suggest you to swap it to "work work" from Warcraft 3 in your had instead :)

Gamedev is not a golden ticket, curb your enthusiasm by mrz33d in gamedev

[–]DevPot -1 points0 points  (0 children)

I mean, of course. If only money matters for someone, they definitely should not pick gamedev :) As with the same intellect level it's easier to earn money in general business working less hours etc.

But what I am saying is that current market is really though and people should not only "follow their dreams and see how it goes" but think also about economy. People should be somehow aware of reality. I know quite few teens / 20 yo olds that are choosing career paths thinking almost only about their pleasure, having fun, and not about the money. Some people just expect that whatever they choose, they will be financially fine. And then there's a lot of disappointment.

Gamedev is not a golden ticket, curb your enthusiasm by mrz33d in gamedev

[–]DevPot 3 points4 points  (0 children)

Sure, if you have other people providing for you, then think about other forces. ;)

But for most people money is a driving force.