mittlerweile erscheinen ja immer mehr games pro woche. kein vergleich zum mageren launch 2013!
aber das hat natürlich auch nachteile, viele games sind im psn-store schlichtweg nicht mehr sichtbar. heute kam zB. time recoil raus, ein indie game vom finnischen studio 10tons.
in der nachricht fabuliert der pr koordinator über den sachverhalt. so erscheinen 41 veröffentlichungen diese woche und gerade mal 8 spiele nehmen 20 plätze ein, denn diese kommen mit 2-3 editionen daher.
sein spiel, time recoil, erscheint daher erst in reihe 13! ist also quasi gar nicht zu finden, wenn man sich nicht mühselig durch die neuerscheinungen klickt oder eben im web alles als liste nachliest.
das geht dann noch weiter, zum beispiel sei diese zeit die schlechteste für indie-entwickler ihre spiele zu veröffentlichen, aber nicht jeder kann es sich leisten, 3-6 monate ein game zu verschieben.
was meint ihr? wie soll das hinführen?
---------------------------------------------------------------------------------------------------------------
As an ex-gaming journalist, and current indie developer, I'd like to highlight something. It looks like 41 products were released in SIEA PSN for PS4 yesterday. That's quite a lot. in SIEE store, that number is a whopping 95 products, if you take into account the titles released on Tuesday (the traditional SIEA release day) and Wednesday (the traditional SIEE release day).
This might very well have been the peak releases week in this busy run up season to Christmas, but daumn if the release count isn't creeping up. And the increased amount of indies is just roughly half of it.
Out of the 41 SIEA releases, eight titles racked up 20 of them. PES, NHL, NBA, FIFA, Dishonored, Marvel vs Capcom, Project Cars, Senran Kagura all came with 2-3 editions. That's a lot of storefront real estate. For a small indie game like Time Recoil, that means the title is found only on the 13th(!) row of new releases listing. You can probably guess what kind of sales numbers we expect with that kind of visibility.
It's important to realize this isn't meant as a complaint per se. I'm just depicting how it is. We're superbly aware this is the worst time of the year for indies to launch games, and we certainly pick another time of the year the best we can. Quite often it just so happens that we, like many indies, find that we don't have the financial luxury of postponing a release 3-6 months to be in a less competitive time window. Competition isn't exactly weak at any time of the year, and as we can clearly see overall sales drooping southwards year by year, we have every reason to assume the trend exists on a month by month basis as well. So the benefits of postponing a release are really quite questionable or limited at best. (although we'll gladly take even limited benefits any and every time, if we can).
And we know indie developers aren't the only ones hurting! Some years ago it was the gaming media, and now it's YouTubers as well with the adapocalypse. Ad revenues down by 90% by some accounts, that's tough!
As always, we're living in interesting times. The really interesting part is seeing how all these pressures on various parties manifest themselves. When forced, people will innovate in all kinds of ways.
Oh well, /endrant and all that!
Cheers,
Jaakko
10tons
---------------------------------------------------------------------------------------------------------------
[ame]https://www.youtube.com/watch?v=3mhYsXk5GSM[/ame]
aber das hat natürlich auch nachteile, viele games sind im psn-store schlichtweg nicht mehr sichtbar. heute kam zB. time recoil raus, ein indie game vom finnischen studio 10tons.
in der nachricht fabuliert der pr koordinator über den sachverhalt. so erscheinen 41 veröffentlichungen diese woche und gerade mal 8 spiele nehmen 20 plätze ein, denn diese kommen mit 2-3 editionen daher.
sein spiel, time recoil, erscheint daher erst in reihe 13! ist also quasi gar nicht zu finden, wenn man sich nicht mühselig durch die neuerscheinungen klickt oder eben im web alles als liste nachliest.
das geht dann noch weiter, zum beispiel sei diese zeit die schlechteste für indie-entwickler ihre spiele zu veröffentlichen, aber nicht jeder kann es sich leisten, 3-6 monate ein game zu verschieben.
was meint ihr? wie soll das hinführen?
---------------------------------------------------------------------------------------------------------------
As an ex-gaming journalist, and current indie developer, I'd like to highlight something. It looks like 41 products were released in SIEA PSN for PS4 yesterday. That's quite a lot. in SIEE store, that number is a whopping 95 products, if you take into account the titles released on Tuesday (the traditional SIEA release day) and Wednesday (the traditional SIEE release day).
This might very well have been the peak releases week in this busy run up season to Christmas, but daumn if the release count isn't creeping up. And the increased amount of indies is just roughly half of it.
Out of the 41 SIEA releases, eight titles racked up 20 of them. PES, NHL, NBA, FIFA, Dishonored, Marvel vs Capcom, Project Cars, Senran Kagura all came with 2-3 editions. That's a lot of storefront real estate. For a small indie game like Time Recoil, that means the title is found only on the 13th(!) row of new releases listing. You can probably guess what kind of sales numbers we expect with that kind of visibility.
It's important to realize this isn't meant as a complaint per se. I'm just depicting how it is. We're superbly aware this is the worst time of the year for indies to launch games, and we certainly pick another time of the year the best we can. Quite often it just so happens that we, like many indies, find that we don't have the financial luxury of postponing a release 3-6 months to be in a less competitive time window. Competition isn't exactly weak at any time of the year, and as we can clearly see overall sales drooping southwards year by year, we have every reason to assume the trend exists on a month by month basis as well. So the benefits of postponing a release are really quite questionable or limited at best. (although we'll gladly take even limited benefits any and every time, if we can).
And we know indie developers aren't the only ones hurting! Some years ago it was the gaming media, and now it's YouTubers as well with the adapocalypse. Ad revenues down by 90% by some accounts, that's tough!
As always, we're living in interesting times. The really interesting part is seeing how all these pressures on various parties manifest themselves. When forced, people will innovate in all kinds of ways.
Oh well, /endrant and all that!
Cheers,
Jaakko
10tons
---------------------------------------------------------------------------------------------------------------
[ame]https://www.youtube.com/watch?v=3mhYsXk5GSM[/ame]
Zuletzt editiert: