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File: PEAK.jpg (184 KB, 828x1165)
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>indie devs hoped for average sales but suddenly became millionaires in one week
How are you supposed to know you have a lightning-in-a-bottle game idea?
>>
I dont think its something you can know untill it happens. People just set out to make good games they think are fun. Sometimes they dont do well, other times they blow up. People have tried to do it on purpose to middling results. I think the best thing to do is to just make the game you want to make and see if others like it.
>>
You're not. You can only hope.
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I always thought this game would hit it big
>friendslop
>setup is similar to those "rage games", perfect for streamers
>name is very inspired, successfully capitalizes on a meme while also being fitting and a memorable title that people would joke about
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>>729454046
This makes the most sense to me. Doing a thing cuz you wanna get rich will always be the hollowest verison of doing that thing.
>>
>>729454208
Yeah I always figured this game would basically be a guaranteed success
The devs aren't even literal whos either. They made that crab dark souls game so they didn't have a discoverability issue
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>Spends most of his time making prototypes he never finishes
>Accidentally makes Lightning in a bottle for a game jam
>Puts it on steam and then goes right back to making unfinished prototypes but with more money than before
god I wish that were me
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>>729453840
I wish they would put a server browser or quick join in the game because I have no friends and the game looks interesting
>>
>>729453840
>>729454050
If you are hoping to make a million dollar idea and not make a fun game, you are not a game developer: you are a publisher.
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>>729453840
>indie devs hoped to pay their bills but suddenly made steam millions in one week and were able to afford an extra meal

fixed for u
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>>729454046
in a world of homogenous slop people will dive on novel experiences, if you can combine a novel experience with current trends then you HAVE the formula for lightning in a bottle, the only thing is it's never a guarantee and it needs to be made with passion and style, all the friendslops are good examples of great game design with lots of polish and little bugs that ruin the experience (because bugs people consider fun are actually a positive), lethal company, repo and peak all ooze both good gameplay but a unquie aesthetic that looks good and is sleek, lots of diegetics which people actually love in videogames
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>>729455705
But he contributed to another Gaben yacht so thats pretty neat.
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>>729453840
oh no
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>>729453840
>prox chat
>friend slop
already a recipe for success , they just innovated on what already works.
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>>729454046
>People have tried to do it on purpose to middling results. I think the best thing to do is to just make the game you want to make and see if others like it.

To be fair, Peak was kind of made to specifically cash in on the Lethal Company craze. It was basically just, "what if we teamed with with the Content Warning devs for a month to shit out a streamerbait game".
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>>729457632
Don't forget about a non-faggot dev
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I think Peak is fun :)
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>>729455705
TIL 30% is actually 99.9%
even at 99.9% cut, the Peak devs would still have made $11,289,000
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>>729457675
Chained together was also a climb with friends game that was pretty big for a while, the visuals and static level design just became stale quickly. they could have been Peak(tm)
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>>729453840
The funniest part of this is that the devs got mad (actual mad, IIRC) because they made Peak as a quick one-off joke and it got popular instead of Another Crab's Treasure, the game they actually cared about.
>>
if friend slop is such a big success, why aren't AAA studios copying it?
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>>729454046
>I dont think its something you can know untill it happens
You don't copy all the viral trends like it's a checklist without at least expecting some success.
The game the devs WANTED to make was Another Trans Crab's Treasure, which is why they came across a bit like they were pissed when Peak outsold it by 1000x in 1% of the time.
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>>729457781
>He doesn't know
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>>729458056
I doubt it, that would mean Peak made a billion.
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>>729459497
That's what they think multiplayer live service games are.
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>>729453840
>pic
Am I supposed to feel bad for people who will retire early after 2 years of doing some half-assed support for a meme game?
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>lightning-in-a-bottle game idea
>Overmarketed Lethal Company derivative that didn't immediately die because it wasn't explicitly just a lethal company clone
It genuinely is annoying that
>This thread is probably the Peak /vm/ thread
>Nobody will actually learn anything from this
>>
>>729459497
What do you think CoD and Fortnite are doing?
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>>729459497
If anything it’s indies copying AAA “friendslop” after seeing the success of WoW, Call of Duty, Fortnite, and all the other live service “it’s fun with friends” games.
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>>729453840
Amogus didn't get popular until two years after release, who knows what is possible until it happens
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>>729459497
You need soul for friendslop, the bean counters, diversity hires, and other hylics are spiritually unable to recreate that. Best they can do are GaaS.
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>>729459497
aside from battle passes and micro transactions, they don't want to make 10 million from a 2 million dollar game. they want 200 million from a 20 million dollar game.
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I wish devs took their vacations before releasing games.
Nothing kills a game harder than a bad release and no patches for weeks or months.
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>>729459497
They have a couple times in the past, IIRC, but the main thing is that these gigadevs are allergic to spending anything less than a year and a million dollars on a game, and they'd probably charge $70 for it to help cover the overhead costs of their company.
Small/indie devs are better able to crank something out in a month for cheap, with higher profit margins and lower risk, something the big dogs can't do.
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>>729455472
>refused to even update the game to fix Steam Deck issues like fonts scaling improperly
based or retarded? either way, based
i wouldn't be surprised if they lost the source code desu
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>>729460640
>buying games anywhere near release
*cringes* big oof! yikes! *turns away cringeing some more and pops collar to hide face*

Anyway, it's better for them to take their break after release (hopefully not TOO long of a break) because then they can comb through bug reports when they get back, and gauge how big each bug is based on how common it is and how loud people are yelling. If you delay a game to take a vacation before release, then you'd release it, sit on your hands for a bit while waiting for people to "playtest" the game, THEN get your bug reports.
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>>729460726
Took him ages just to add a map to the game (though he did at least add time trial challenges and extra costumes to compensate)
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>>729453840
>simple unity game with potato graphic
>makes your gpu and cpu red hot
>runs like absolute fucking shit despise of it
zamn
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>>729453840
>peak
>indie
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>>729454208
>>729455228
The devs have very good networking/influencer advertising skills and have had "big" releases before you've at least heard of if you're not a zoomzoom
>>729459497
MMOs are triple-A friendslop
Vermintide/Darktide is double-A friendslop
Indie friendslop is 1,000 shitty games for every big release... that would keep a publisher going for five weeks
>yeah but this was a gamejam that took a few days of "real work" blueprinting in unreal or whatever to make, you could make 100 of these a year and win it big every other week, no?
... you're severely overestimating how much effort the average game dev is willing to put in, especially when Karen from HR literally paints her nails for her 6 hour work day, how much do you think the game scripters and community managers are doing?
>>
>>729455705
How much does building a website, advertising space and game launcher cost? Steam works for the same reason Airports have expensive upmarket stores in them. Every there is there to spend money and all walks and classes of people have only the one airport to go through.



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