Very interesting reflection, this is a topic that has been on my mind for many months (if not years to be honest!) and it's really cool to see other creators' view of it. I have always been and always will be a pure artist to the core, I tried being practical about it and working in the field, and it almost destroyed my ability to enjoy creating hahaha! So I think in my case, I am ending up on the opposite side of the coin and choosing to keep game dev and art creation as something I do without turning it into a job, which as you said means probably the only people who will experience what I create are friends, family and a few others :) Right now I'm fine with it, because ultimately what I really enjoy is the creation part, and when it is turned into a job, this is the part that suffers the most in my experience. I really really wish there was a way to find a better balance, I'm still trying to figure it out! But it's really cool that you shared your experience, this post stayed on my mind for the whole week and sparked a lot of interesting thoughts and conversations <3
Cool that this topic stayed with you for so long! It doesn’t seem unlikely to me that you could find some sweet spot where you manage to make it personally fulfilling and at the same time find an audience for it. As I see it, it’s just a matter of putting in that extra effort and maybe being a bit more harsh with yourself on which ideas are worth pursuing and considering other people as you refine those ideas.
I agree, it seems like a good game would market itself. That's why I don't look into marketing at all, because the solution is simple yet hard.
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You wanting to make a living with art... honestly, when I'm quite stressed, ability to write dies first, followed by art and game design, followed by the strongest: programming.
Which makes me think I'd do well to make programming my living, and art my fun side thing. Lots of money in it, and it's addicting, and art is a fun supplement when my body lines up.
But also why optimize for stressed times rather than living a stress-free life?
Game dev is an exception, I can program when I can't do anything else.
What a coincidence. Different genre, same feeling, same audience. Maybe I ought to buy it and give it a try, but honestly I'm a bit sick of this genre now and need a break ;)
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Jonathan Blow thinks that we are in a video game crash that hasn't been this bad since the 1980s Atari crash.
I think when the market is scarce, our lack of perfection to procure a good game may be pronounced, and practicing to overcome that in hard times may make it easier to make a really good game when the market is not scarce.
He also said, "Slump times are the right time to start if you want to hit a peak when you’re done."
You definitely have the skills and you have the passion that is needed to ship something!
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"Why optimize for stressed times rather than living a stress-free life?" - I don't think it's as easy as just choosing to live a stress-free life. There will always be some element of stress around my life and creative work. To me being strategic and learning stuff like this is a way to better brace for the storm that is ahead, and to cope.
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Your story with World of Squares and Webfishing is quite similar to my story with Surmount, cause there are some other climbing games out there that I also "failed to make." I'm pretty burnt on climbing games too so I totally get where you're at now.
It does seem like you built something solid and unique though. Maybe you could use WOS as the foundation for a new project, applying what you learnt.
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I watched that interview with Jonathan too! And I think you're right about that.
Very interesting reflection, this is a topic that has been on my mind for many months (if not years to be honest!) and it's really cool to see other creators' view of it. I have always been and always will be a pure artist to the core, I tried being practical about it and working in the field, and it almost destroyed my ability to enjoy creating hahaha! So I think in my case, I am ending up on the opposite side of the coin and choosing to keep game dev and art creation as something I do without turning it into a job, which as you said means probably the only people who will experience what I create are friends, family and a few others :) Right now I'm fine with it, because ultimately what I really enjoy is the creation part, and when it is turned into a job, this is the part that suffers the most in my experience. I really really wish there was a way to find a better balance, I'm still trying to figure it out! But it's really cool that you shared your experience, this post stayed on my mind for the whole week and sparked a lot of interesting thoughts and conversations <3
Cool that this topic stayed with you for so long! It doesn’t seem unlikely to me that you could find some sweet spot where you manage to make it personally fulfilling and at the same time find an audience for it. As I see it, it’s just a matter of putting in that extra effort and maybe being a bit more harsh with yourself on which ideas are worth pursuing and considering other people as you refine those ideas.
Thanks for sharing your thoughts! :- )
I agree, it seems like a good game would market itself. That's why I don't look into marketing at all, because the solution is simple yet hard.
-
You wanting to make a living with art... honestly, when I'm quite stressed, ability to write dies first, followed by art and game design, followed by the strongest: programming.
Which makes me think I'd do well to make programming my living, and art my fun side thing. Lots of money in it, and it's addicting, and art is a fun supplement when my body lines up.
But also why optimize for stressed times rather than living a stress-free life?
Game dev is an exception, I can program when I can't do anything else.
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I made World of Squares (https://store.steampowered.com/app/3147260), and it was a flop that didn't captivate audiences. A similar game, Webfishing, did the same thing WoS was trying to do, and it became very popular. https://store.steampowered.com/app/3146520/WEBFISHING/ This is the game I failed to make :-)
What a coincidence. Different genre, same feeling, same audience. Maybe I ought to buy it and give it a try, but honestly I'm a bit sick of this genre now and need a break ;)
-
Jonathan Blow thinks that we are in a video game crash that hasn't been this bad since the 1980s Atari crash.
I think when the market is scarce, our lack of perfection to procure a good game may be pronounced, and practicing to overcome that in hard times may make it easier to make a really good game when the market is not scarce.
He also said, "Slump times are the right time to start if you want to hit a peak when you’re done."
https://youtu.be/XhfZ1QEl-2s
:)
I have the skiils. I put in the time and effort. But I did the wrong things, and therefore flopped.
You definitely have the skills and you have the passion that is needed to ship something!
-
"Why optimize for stressed times rather than living a stress-free life?" - I don't think it's as easy as just choosing to live a stress-free life. There will always be some element of stress around my life and creative work. To me being strategic and learning stuff like this is a way to better brace for the storm that is ahead, and to cope.
-
Your story with World of Squares and Webfishing is quite similar to my story with Surmount, cause there are some other climbing games out there that I also "failed to make." I'm pretty burnt on climbing games too so I totally get where you're at now.
It does seem like you built something solid and unique though. Maybe you could use WOS as the foundation for a new project, applying what you learnt.
-
I watched that interview with Jonathan too! And I think you're right about that.
:D
You did more than most people ever do, Ash. You went for it! And you finished your product.
You've gained a level of experience that is reserved for this rare few. Congrats and best of luck on whatever you decide to do, moving forward.
Yea i feel good. Thanks :)